5#include "../BasicTypes.h"
6#include "../HAL/UnrealMemory.h"
7#include "../Templates/UnrealTypeTraits.h"
8#include "../Containers/ContainerAllocationPolicies.h"
9#include "../Containers/TArray.h"
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72 FORCEINLINE int32
Num()
const
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186 void RemoveAt(int32 Index, int32 Count = 1,
bool bAllowShrinking =
true)
189 check(Index <= Array.Num());
190 check(Index + Count <= Array.Num());
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216 void RemoveAtSwap(int32 Index, int32 Count = 1,
bool bAllowShrinking =
true)
219 check(Index <= Array.Num());
220 check(Index + Count <= Array.Num());
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242 void Swap(int32 FirstIndexToSwap, int32 SecondIndexToSwap)
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266 FORCEINLINE int32
Add(T* Item)
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277 FORCEINLINE
void Insert(T* Item, int32 Index)
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371template<
typename T,
typename Allocator>
381 check(Size ==
sizeof(T));
382 const int32 Index = Array.Add((T*)FMemory::Malloc(Size));
383 return &Array[Index];
387template <
typename T,
typename Allocator>
void*
operator new( size_t Size,
TIndirectArray<T,Allocator>& Array, int32 Index )
389 check(Size ==
sizeof(T));
390 Array.Insert((T*)FMemory::Malloc(Size), Index);
391 return &Array[Index];
EDistanceFieldTwoSidedOverride
@ ECC_OverlapAllDynamic_Deprecated
@ ECC_OverlapAllStatic_Deprecated
@ ECC_OverlapAll_Deprecated
EIndirectLightingCacheQuality
T AlignArbitrary(const T Ptr, uint32 Alignment)
static FORCEINLINE bool IsAligned(const volatile void *Ptr, const uint32 Alignment)
CONSTEXPR T AlignDown(const T Ptr, int32 Alignment)
CONSTEXPR T Align(const T Ptr, int32 Alignment)
@ MOVECOMP_NeverIgnoreBlockingOverlaps
@ MOVECOMP_SkipPhysicsMove
@ MOVECOMP_DoCenterOfMassCheck
static unsigned int GetBuildUniqueId()
ARK_API LPVOID GetDataAddress(const std::string &name)
ARK_API BitField GetBitField(LPVOID base, const std::string &name)
ARK_API BitField GetBitField(const void *base, const std::string &name)
ARK_API DWORD64 GetAddress(const void *base, const std::string &name)
ARK_API LPVOID GetAddress(const std::string &name)
FPlatformTypes::CHAR16 UCS2CHAR
A 16-bit character containing a UCS2 (Unicode, 16-bit, fixed-width) code unit, used for compatibility...
FWindowsPlatformTypes FPlatformTypes
#define PLATFORM_LITTLE_ENDIAN
FPlatformTypes::CHAR8 UTF8CHAR
An 8-bit character containing a UTF8 (Unicode, 8-bit, variable-width) code unit.
#define PLATFORM_HAS_64BIT_ATOMICS
#define PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS
#define ensureMsgf(Expr, Expr2)
FPlatformTypes::CHAR16 UTF16CHAR
A 16-bit character containing a UTF16 (Unicode, 16-bit, variable-width) code unit.
FPlatformTypes::CHAR32 UTF32CHAR
A 32-bit character containing a UTF32 (Unicode, 32-bit, fixed-width) code unit.
static FORCEINLINE int32 BYTESWAP_ORDER32(int32 val)
static FORCEINLINE uint16 BYTESWAP_ORDER16(uint16 val)
static FORCEINLINE void BYTESWAP_ORDER_TCHARARRAY(TCHAR *str)
static FORCEINLINE uint32 BYTESWAP_ORDER32(uint32 val)
#define BYTESWAP_ORDER16_unsigned(x)
static FORCEINLINE float BYTESWAP_ORDERF(float val)
static FORCEINLINE int16 BYTESWAP_ORDER16(int16 val)
static FORCEINLINE uint64 BYTESWAP_ORDER64(uint64 Value)
static FORCEINLINE int64 BYTESWAP_ORDER64(int64 Value)
#define BYTESWAP_ORDER32_unsigned(x)
TCString< ANSICHAR > FCStringAnsi
TCString< WIDECHAR > FCStringWide
TCString< TCHAR > FCString
TChar< WIDECHAR > FCharWide
#define LITERAL(CharType, StringLiteral)
TChar< ANSICHAR > FCharAnsi
static const float OneOver255
FORCEINLINE FLinearColor operator*(float Scalar, const FLinearColor &Color)
FORCEINLINE int32 DefaultCalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, SIZE_T BytesPerElement, bool bAllowQuantize, uint32 Alignment=DEFAULT_ALIGNMENT)
#define DEFAULT_MIN_NUMBER_OF_HASHED_ELEMENTS
#define NumBitsPerDWORDLogTwo
#define DEFAULT_NUMBER_OF_ELEMENTS_PER_HASH_BUCKET
#define DEFAULT_BASE_NUMBER_OF_HASH_BUCKETS
FORCEINLINE int32 DefaultCalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, SIZE_T BytesPerElement, bool bAllowQuantize, uint32 Alignment=DEFAULT_ALIGNMENT)
FORCEINLINE int32 DefaultCalculateSlackReserve(int32 NumElements, SIZE_T BytesPerElement, bool bAllowQuantize, uint32 Alignment=DEFAULT_ALIGNMENT)
@ CASTCLASS_UObjectProperty
@ CASTCLASS_UDelegateFunction
@ CASTCLASS_UDelegateProperty
@ CASTCLASS_UDoubleProperty
@ CASTCLASS_UBoolProperty
@ CASTCLASS_UUInt16Property
@ CASTCLASS_UClassProperty
@ CASTCLASS_USkinnedMeshComponent
@ CASTCLASS_UStaticMeshComponent
@ CASTCLASS_UEnumProperty
@ CASTCLASS_UStructProperty
@ CASTCLASS_UPrimitiveComponent
@ CASTCLASS_UNameProperty
@ CASTCLASS_APlayerController
@ CASTCLASS_UScriptStruct
@ CASTCLASS_UInterfaceProperty
@ CASTCLASS_UAssetObjectProperty
@ CASTCLASS_USceneComponent
@ CASTCLASS_UNumericProperty
@ CASTCLASS_UInt64Property
@ CASTCLASS_UWeakObjectProperty
@ CASTCLASS_UMulticastDelegateProperty
@ CASTCLASS_UTextProperty
@ CASTCLASS_UInt16Property
@ CASTCLASS_UByteProperty
@ CASTCLASS_UUInt32Property
@ CASTCLASS_UAssetClassProperty
@ CASTCLASS_UInt8Property
@ CASTCLASS_UArrayProperty
@ CASTCLASS_USkeletalMeshComponent
@ CASTCLASS_UFloatProperty
@ CASTCLASS_ULazyObjectProperty
@ CASTCLASS_UUInt64Property
@ CASTCLASS_UObjectPropertyBase
int32 FindMatchingClosingParenthesis(const FString &TargetString, const int32 StartSearch)
int32 HexToBytes(const FString &HexString, uint8 *OutBytes)
const TCHAR * GetData(const FString &String)
const uint8 TCharToNibble(const TCHAR Char)
const bool CheckTCharIsHex(const TCHAR Char)
FORCEINLINE uint32 GetTypeHash(const FString &Thing)
TCHAR * GetData(FString &String)
SIZE_T GetNum(const FString &String)
void ByteToHex(uint8 In, FString &Result)
static const uint32 MaxSupportedEscapeChars
FString BytesToHex(const uint8 *In, int32 Count)
int32 StringToBytes(const FString &String, uint8 *OutBytes, int32 MaxBufferSize)
static const TCHAR * CharToEscapeSeqMap[][2]
TCHAR NibbleToTChar(uint8 Num)
FString BytesToString(const uint8 *In, int32 Count)
FORCEINLINE bool operator==(TYPE_OF_NULLPTR, const TFunction< FuncType > &Func)
#define ENABLE_TFUNCTIONREF_VISUALIZATION
void * operator new(size_t Size, UE4Function_Private::FFunctionStorage &Storage)
FORCEINLINE bool operator!=(TYPE_OF_NULLPTR, const TFunction< FuncType > &Func)
FORCEINLINE bool operator!=(const TFunction< FuncType > &Func, TYPE_OF_NULLPTR)
FORCEINLINE bool operator==(const TFunction< FuncType > &Func, TYPE_OF_NULLPTR)
FORCEINLINE auto Invoke(ReturnType ObjType::*pdm, CallableType &&Callable) -> decltype(UE4Invoke_Private::DereferenceIfNecessary< ObjType >(Forward< CallableType >(Callable)).*pdm)
FORCEINLINE auto Invoke(FuncType &&Func, ArgTypes &&... Args) -> decltype(Forward< FuncType >(Func)(Forward< ArgTypes >(Args)...))
FORCEINLINE auto Invoke(ReturnType(ObjType::*PtrMemFun)(PMFArgTypes...), CallableType &&Callable, ArgTypes &&... Args) -> decltype((UE4Invoke_Private::DereferenceIfNecessary< ObjType >(Forward< CallableType >(Callable)).*PtrMemFun)(Forward< ArgTypes >(Args)...))
ARK_API std::vector< spdlog::sink_ptr > &APIENTRY GetLogSinks()
FORCEINLINE TEnableIf<!TIsTriviallyCopyAssignable< ElementType >::Value >::Type CopyAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< UE4MemoryOps_Private::TCanBitwiseRelocate< DestinationElementType, SourceElementType >::Value >::Type RelocateConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsZeroConstructType< ElementType >::Value >::Type DefaultConstructItems(void *Elements, int32 Count)
FORCEINLINE TEnableIf<!TIsTriviallyCopyConstructible< ElementType >::Value >::Type MoveConstructItems(void *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyCopyConstructible< ElementType >::Value >::Type MoveConstructItems(void *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf<!TIsZeroConstructType< ElementType >::Value >::Type DefaultConstructItems(void *Address, int32 Count)
FORCEINLINE TEnableIf<!TIsTriviallyDestructible< ElementType >::Value >::Type DestructItem(ElementType *Element)
FORCEINLINE TEnableIf< TTypeTraits< ElementType >::IsBytewiseComparable, bool >::Type CompareItems(const ElementType *A, const ElementType *B, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyCopyAssignable< ElementType >::Value >::Type MoveAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyDestructible< ElementType >::Value >::Type DestructItem(ElementType *Element)
FORCEINLINE TEnableIf<!TIsTriviallyDestructible< ElementType >::Value >::Type DestructItems(ElementType *Element, int32 Count)
FORCEINLINE TEnableIf<!TIsTriviallyCopyAssignable< ElementType >::Value >::Type MoveAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf<!TTypeTraits< ElementType >::IsBytewiseComparable, bool >::Type CompareItems(const ElementType *A, const ElementType *B, int32 Count)
FORCEINLINE TEnableIf<!TIsBitwiseConstructible< DestinationElementType, SourceElementType >::Value >::Type ConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
FORCEINLINE TEnableIf<!UE4MemoryOps_Private::TCanBitwiseRelocate< DestinationElementType, SourceElementType >::Value >::Type RelocateConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyDestructible< ElementType >::Value >::Type DestructItems(ElementType *Elements, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyCopyAssignable< ElementType >::Value >::Type CopyAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsBitwiseConstructible< DestinationElementType, SourceElementType >::Value >::Type ConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
#define WIN32_LEAN_AND_MEAN
FORCEINLINE FRotator operator*(float Scale, const FRotator &R)
FORCEINLINE void MoveByRelocate(T &A, T &B)
FORCEINLINE SharedPointerInternals::FRawPtrProxy< ObjectType > MakeShareable(ObjectType *InObject, DeleterType &&InDeleter)
FORCEINLINE bool operator==(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE TSharedRef< InObjectType, InMode > MakeShared(InArgTypes &&... Args)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE TSharedPtr< CastToType, Mode > StaticCastSharedPtr(TSharedPtr< CastFromType, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, decltype(nullptr))
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE bool operator==(TSharedRef< ObjectTypeA, Mode > const &InSharedRef, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE bool operator==(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
FORCEINLINE void CleanupPointerMap(TMap< TWeakPtr< KeyType >, ValueType > &PointerMap)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
FORCEINLINE bool operator!=(TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr, TSharedRef< ObjectTypeA, Mode > const &InSharedRef)
FORCEINLINE void CleanupPointerArray(TArray< TWeakPtr< Type > > &PointerArray)
FORCEINLINE bool operator!=(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, decltype(nullptr))
FORCEINLINE TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
FORCEINLINE SharedPointerInternals::FRawPtrProxy< ObjectType > MakeShareable(ObjectType *InObject)
FORCEINLINE bool operator==(decltype(nullptr), TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE TSharedRef< CastToType, Mode > ConstCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
FORCEINLINE bool operator==(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(decltype(nullptr), TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE TSharedPtr< CastToType, Mode > ConstCastSharedPtr(TSharedPtr< CastFromType, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr, TSharedRef< ObjectTypeA, Mode > const &InSharedRef)
FORCEINLINE bool operator!=(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(TSharedRef< ObjectTypeA, Mode > const &InSharedRef, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
#define THREAD_SANITISE_UNSAFEPTR
#define TSAN_SAFE_UNSAFEPTR
void StableSort(T **First, const int32 Num, const PREDICATE_CLASS &Predicate)
void StableSort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
void StableSortInternal(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T **First, const int32 Num)
void StableSort(T *First, const int32 Num)
void StableSort(T **First, const int32 Num)
void Merge(T *Out, T *In, const int32 Mid, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T **First, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T *First, const int32 Num)
void * operator new(size_t Size, const FSparseArrayAllocationInfo &Allocation)
#define TSPARSEARRAY_RANGED_FOR_CHECKS
#define TARRAY_RANGED_FOR_CHECKS
FORCEINLINE TIndexedContainerIterator< ContainerType, ElementType, IndexType > operator+(int32 Offset, TIndexedContainerIterator< ContainerType, ElementType, IndexType > RHS)
void * operator new(size_t Size, TArray< T, Allocator > &Array, int32 Index)
void * operator new(size_t Size, TArray< T, Allocator > &Array)
void * operator new(size_t Size, TIndirectArray< T, Allocator > &Array, int32 Index)
void * operator new(size_t Size, TIndirectArray< T, Allocator > &Array)
#define USE_TUPLE_AUTO_RETURN_TYPES
FORCEINLINE void VisitTupleElements(TupleType &Tuple, FuncType Func)
FORCEINLINE decltype(auto) TransformTuple(const TTuple< Types... > &Tuple, FuncType Func)
#define TUPLES_USE_DEFAULTED_FUNCTIONS
TTuple< typename TDecay< Types >::Type... > MakeTuple(Types &&... Args)
FORCEINLINE decltype(auto) TransformTuple(TTuple< Types... > &&Tuple, FuncType Func)
#define IMPLEMENT_ALIGNED_STORAGE(Align)
FORCEINLINE uint32 GetTypeHash(const TTuple<> &Tuple)
uint32 GetTypeHash(double Value)
uint32 GetTypeHash(const int64 A)
uint32 HashCombine(uint32 A, uint32 C)
uint32 GetTypeHash(const void *A)
uint32 GetTypeHash(const uint16 A)
FORCEINLINE uint32 GetTypeHash(const TTuple< Types... > &Tuple)
uint32 GetTypeHash(const uint8 A)
uint32 GetTypeHash(const int16 A)
uint32 PointerHash(const void *Key, uint32 C=0)
uint32 GetTypeHash(void *A)
uint32 GetTypeHash(float Value)
FORCEINLINE TEnableIf< TIsEnum< EnumType >::Value, uint32 >::Type GetTypeHash(EnumType E)
uint32 GetTypeHash(const uint32 A)
uint32 GetTypeHash(const int32 A)
uint32 GetTypeHash(const uint64 A)
uint32 GetTypeHash(const int8 A)
FORCEINLINE uint32 GetTypeHash(const FName &name)
TWeakObjectPtr< T > GetWeakReference(T *object)
#define THRESH_VECTOR_NORMALIZED
#define THRESH_NORMALS_ARE_PARALLEL
#define THRESH_POINTS_ARE_SAME
#define THRESH_POINT_ON_PLANE
#define THRESH_NORMALS_ARE_ORTHOGONAL
#define KINDA_SMALL_NUMBER
CONSTEXPR SIZE_T GetNum(T(&Container)[N])
FORCEINLINE T && Forward(typename TRemoveReference< T >::Type &&Obj)
FORCEINLINE TRemoveReference< T >::Type && MoveTempIfPossible(T &&Obj)
auto GetData(T &&Container) -> decltype(Container.GetData())
TEnableIf< TUseBitwiseSwap< T >::Value >::Type Swap(T &A, T &B)
ForwardIt MaxElement(ForwardIt First, ForwardIt Last, PredicateType Predicate)
ForwardIt MinElement(ForwardIt First, ForwardIt Last, PredicateType Predicate)
SIZE_T GetNum(T &&Container)
#define ARRAY_COUNT(array)
FORCEINLINE ReferencedType * IfPThenAElseB(PredicateType Predicate, ReferencedType *A, ReferencedType *B)
FORCEINLINE T && CopyTemp(T &&Val)
void Exchange(T &A, T &B)
FORCEINLINE T CopyTemp(T &Val)
FORCEINLINE TRemoveReference< T >::Type && MoveTemp(T &&Obj)
CONSTEXPR T * GetData(T(&Container)[N])
FORCEINLINE T && Forward(typename TRemoveReference< T >::Type &Obj)
FORCEINLINE void Move(T &A, typename TMoveSupportTraits< T >::Copy B)
FORCEINLINE TEnableIf< TAreTypesEqual< T, uint32 >::Value, T >::Type ReverseBits(T Bits)
FORCEINLINE ReferencedType * IfAThenAElseB(ReferencedType *A, ReferencedType *B)
#define STRUCT_OFFSET(struc, member)
FORCEINLINE T CopyTemp(const T &Val)
ForwardIt MaxElement(ForwardIt First, ForwardIt Last)
ForwardIt MinElement(ForwardIt First, ForwardIt Last)
FORCEINLINE void Move(T &A, typename TMoveSupportTraits< T >::Move B)
TEnableIf<!TUseBitwiseSwap< T >::Value >::Type Swap(T &A, T &B)
FORCEINLINE T StaticCast(ArgType &&Arg)
#define Expose_TNameOf(type)
#define Expose_TFormatSpecifier(type, format)
FORCEINLINE FVector2D operator*(float Scale, const FVector2D &V)
FORCEINLINE float ComputeSquaredDistanceFromBoxToPoint(const FVector &Mins, const FVector &Maxs, const FVector &Point)
FORCEINLINE FVector ClampVector(const FVector &V, const FVector &Min, const FVector &Max)
FORCEINLINE FVector operator*(float Scale, const FVector &V)
ApiUtils & operator=(ApiUtils &&)=delete
void SetCheatManager(UShooterCheatManager *cheatmanager)
void SetWorld(UWorld *uworld)
ApiUtils & operator=(const ApiUtils &)=delete
void SetShooterGameMode(AShooterGameMode *shooter_game_mode)
std::unordered_map< uint64, AShooterPlayerController * > steam_id_map_
UShooterCheatManager * GetCheatManager() const override
Returns a point to URCON CheatManager.
ApiUtils(ApiUtils &&)=delete
AShooterGameMode * shooter_game_mode_
AShooterGameMode * GetShooterGameMode() const override
Returns a pointer to AShooterGameMode.
void RemovePlayerController(AShooterPlayerController *player_controller)
UShooterCheatManager * cheatmanager_
void SetPlayerController(AShooterPlayerController *player_controller)
ServerStatus GetStatus() const override
Returns the current server status.
AShooterPlayerController * FindPlayerFromSteamId_Internal(uint64 steam_id) const override
~ApiUtils() override=default
void SetStatus(ServerStatus status)
UWorld * GetWorld() const override
Returns a pointer to UWorld.
ApiUtils(const ApiUtils &)=delete
static FString GetSteamName(AController *player_controller)
Returns the steam name of player.
static FORCEINLINE FString GetItemBlueprint(UPrimalItem *item)
Returns blueprint from UPrimalItem.
static FVector GetPosition(APlayerController *player_controller)
Returns the position of a player.
uint64 GetSteamIDForPlayerID(int player_id) const
static FORCEINLINE FString GetClassBlueprint(UClass *the_class)
Returns blueprint path from any UClass.
void SendServerMessageToAll(FLinearColor msg_color, const T *msg, Args &&... args)
Sends server message to all players. Using fmt::format.
virtual UShooterCheatManager * GetCheatManager() const =0
Returns a point to URCON CheatManager.
UPrimalGameData * GetGameData()
Returns pointer to Primal Game Data.
static bool IsRidingDino(AShooterPlayerController *player_controller)
Returns true if character is riding a dino, false otherwise.
AShooterGameState * GetGameState()
Get Shooter Game State.
virtual ~IApiUtils()=default
AShooterPlayerController * FindPlayerFromSteamName(const FString &steam_name) const
Finds player from the given steam name.
static UShooterCheatManager * GetCheatManagerByPC(AShooterPlayerController *SPC)
Get UShooterCheatManager* of player controller.
static uint64 GetPlayerID(AController *controller)
static bool IsPlayerDead(AShooterPlayerController *player)
Returns true if player is dead, false otherwise.
void SendNotificationToAll(FLinearColor color, float display_scale, float display_time, UTexture2D *icon, const T *msg, Args &&... args)
Sends notification (on-screen message) to all players. Using fmt::format.
APrimalDinoCharacter * SpawnDino(AShooterPlayerController *player, FString blueprint, FVector *location, int lvl, bool force_tame, bool neutered) const
Spawns a dino near player or at specific coordinates.
TArray< AShooterPlayerController * > FindPlayerFromCharacterName(const FString &character_name, ESearchCase::Type search, bool full_match) const
Finds all matching players from the given character name.
static FORCEINLINE FString GetBlueprint(UObjectBase *object)
Returns blueprint path from any UObject.
static FString GetCharacterName(AShooterPlayerController *player_controller, bool include_first_name=true, bool include_last_name=true)
Returns the character name of player.
TArray< AActor * > GetAllActorsInRange(FVector location, float radius, EServerOctreeGroup::Type ActorType)
Gets all actors in radius at location.
void SendChatMessageToAll(const FString &sender_name, const T *msg, Args &&... args)
Sends chat message to all players. Using fmt::format.
TArray< AActor * > GetAllActorsInRange(FVector location, float radius, EServerOctreeGroup::Type ActorType, TArray< AActor * > ignores)
Gets all actors in radius at location, with ignore actors.
virtual AShooterGameMode * GetShooterGameMode() const =0
Returns a pointer to AShooterGameMode.
static uint64 GetSteamIdFromController(AController *controller)
Returns Steam ID from player controller.
virtual UWorld * GetWorld() const =0
Returns a pointer to UWorld.
static bool TeleportToPos(AShooterPlayerController *player_controller, const FVector &pos)
Teleports player to the given position.
void SendNotification(AShooterPlayerController *player_controller, FLinearColor color, float display_scale, float display_time, UTexture2D *icon, const T *msg, Args &&... args)
Sends notification (on-screen message) to the specific player. Using fmt::format.
static uint64 GetPlayerID(APrimalCharacter *character)
virtual AShooterPlayerController * FindPlayerFromSteamId_Internal(uint64 steam_id) const =0
AShooterPlayerController * FindControllerFromCharacter(AShooterCharacter *character) const
Finds player controller from the given player character.
static APrimalDinoCharacter * GetRidingDino(AShooterPlayerController *player_controller)
Returns the dino the character is riding.
static FString GetIPAddress(AShooterPlayerController *player_controller)
Returns IP address of player.
AShooterPlayerController * FindPlayerFromSteamId(uint64 steam_id) const
Finds player from the given steam id.
virtual ServerStatus GetStatus() const =0
Returns the current server status.
void SendServerMessage(AShooterPlayerController *player_controller, FLinearColor msg_color, const T *msg, Args &&... args)
Sends server message to the specific player. Using fmt::format.
static std::optional< FString > TeleportToPlayer(AShooterPlayerController *me, AShooterPlayerController *him, bool check_for_dino, float max_dist)
Teleport one player to another.
static int GetInventoryItemCount(AShooterPlayerController *player_controller, const FString &item_name)
Counts a specific items quantity.
void SendChatMessage(AShooterPlayerController *player_controller, const FString &sender_name, const T *msg, Args &&... args)
Sends chat message to the specific player. Using fmt::format.
BitFieldValue & operator=(RT other)
DataValue & operator=(const T &other)
FORCEINLINE FBitReference(uint32 &InData, uint32 InMask)
FORCEINLINE FBitReference & operator=(const FBitReference &Copy)
FORCEINLINE void operator=(const bool NewValue)
FORCEINLINE operator bool() const
FUObjectItem * GetObjectPtr(int Index)
FUObjectItem & GetByIndex(int Index)
FUObjectItem * PreAllocatedObjects
static const FColor MediumSlateBlue
static const FColor Orange
static const FColor DarkGreenCopper
static const FColor BronzeII
static const FColor Yellow
static const FColor Magenta
static const FColor IndianRed
static const FColor SummerSky
static const FColor SpringGreen
static const FColor CornFlowerBlue
static const FColor GreenCopper
static const FColor MediumGoldenrod
static const FColor LimeGreen
static const FColor LightSteelBlue
static const FColor DarkOliveGreen
static const FColor Quartz
static const FColor SteelBlue
static const FColor DarkPurple
static const FColor Turquoise
static const FColor Black
static const FColor Maroon
static const FColor MediumOrchid
static const FColor NewTan
static const FColor NeonBlue
static const FColor MediumWood
static const FColor DarkSlateBlue
static const FColor White
static const FColor MandarianOrange
static const FColor Scarlet
static const FColor SeaGreen
static const FColor Aquamarine
static const FColor Wheat
static const FColor VeryDarkBrown
static const FColor Thistle
static const FColor BlueViolet
static const FColor Violet
static const FColor MediumSpringGreen
static const FColor NavyBlue
static const FColor CoolCopper
static const FColor DarkTan
static const FColor Firebrick
static const FColor GreenYellow
static const FColor DarkOrchid
static const FColor SemiSweetChocolate
static const FColor SpicyPink
static const FColor OldGold
static const FColor DarkTurquoise
static const FColor PaleGreen
static const FColor BrightGold
static const FColor CadetBlue
static const FColor BakerChocolate
static const FColor DarkGreen
static const FColor Coral
static const FColor OrangeRed
static const FColor HunterGreen
static const FColor VeryLightGrey
static const FColor MediumVioletRed
static const FColor Silver
static const FColor MediumSeaGreen
static const FColor DarkSlateGrey
static const FColor Khaki
static const FColor DustyRose
static const FColor Bronze
static const FColor MediumBlue
static const FColor Goldenrod
static const FColor Feldspar
static const FColor LightBlue
static const FColor DimGrey
static const FColor Brown
static const FColor VioletRed
static const FColor Orchid
static const FColor LightWood
static const FColor SlateBlue
static const FColor DarkWood
static const FColor NeonPink
static const FColor MediumTurquoise
static const FColor MediumForestGreen
static const FColor Salmon
static const FColor Brass
static const FColor ForestGreen
static const FColor Sienna
static const FColor MediumAquamarine
static const FColor YellowGreen
static const FColor Green
static const FColor RichBlue
static const FColor MidnightBlue
static const FColor LightGrey
static const FColor SkyBlue
static const FColor NewMidnightBlue
static const FColor DarkBrown
static const FColor Copper
FORCEINLINE operator bool() const
FORCEINLINE FConstBitReference(const uint32 &InData, uint32 InMask)
void MoveToEmpty(ForElementType &Other)
int32 CalculateSlackGrow(int32 NumElements, int32 CurrentNumSlackElements, SIZE_T NumBytesPerElement) const
int32 CalculateSlack(int32 NumElements, int32 CurrentNumSlackElements, SIZE_T NumBytesPerElement) const
int32 CalculateSlackShrink(int32 NumElements, int32 CurrentNumSlackElements, SIZE_T NumBytesPerElement) const
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
ElementType * GetAllocation() const
ForElementType< FScriptContainerElement > ForAnyElementType
TInlineAllocator< 4 > Typedef
TSparseArrayAllocator Typedef
static int32 GCD(int32 A, int32 B)
FORCEINLINE FScriptContainerElement * GetAllocation() const
FORCEINLINE void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
FScriptContainerElement * Data
ForAnyElementType & operator=(const ForAnyElementType &)
ForAnyElementType(const ForAnyElementType &)
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, int32 NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FORCEINLINE ~ForAnyElementType()
FORCEINLINE void MoveToEmpty(ForAnyElementType &Other)
FORCEINLINE ElementType * GetAllocation() const
FNoncopyable(const FNoncopyable &)
FNoncopyable & operator=(const FNoncopyable &)
FORCEINLINE FRelativeBitReference(int32 BitIndex)
void operator=(const FScriptArray &)
int32 AddZeroed(int32 Count, int32 NumBytesPerElement)
void Insert(int32 Index, int32 Count, int32 NumBytesPerElement)
FORCEINLINE void * GetData()
FORCEINLINE int32 GetSlack() const
FORCENOINLINE void ResizeGrow(int32 OldNum, int32 NumBytesPerElement)
FORCEINLINE const void * GetData() const
void InsertZeroed(int32 Index, int32 Count, int32 NumBytesPerElement)
void Shrink(int32 NumBytesPerElement)
FORCEINLINE bool IsValidIndex(int32 i) const
void Empty(int32 Slack, int32 NumBytesPerElement)
FScriptArray(int32 InNum, int32 NumBytesPerElement)
FORCENOINLINE void ResizeInit(int32 NumBytesPerElement)
FScriptArray(const FScriptArray &)
FORCEINLINE int32 Num() const
FORCENOINLINE void ResizeTo(int32 NewMax, int32 NumBytesPerElement)
FORCENOINLINE void ResizeShrink(int32 NumBytesPerElement)
int32 Add(int32 Count, int32 NumBytesPerElement)
void Remove(int32 Index, int32 Count, int32 NumBytesPerElement)
FORCEINLINE uint32 * GetData()
static void CheckConstraints()
FDefaultBitArrayAllocator::ForElementType< uint32 > AllocatorType
int32 Add(const bool Value)
void operator=(const FScriptBitArray &)
FORCENOINLINE void Realloc(int32 PreviousNumBits)
AllocatorType AllocatorInstance
FBitReference operator[](int32 Index)
bool IsValidIndex(int32 Index) const
FConstBitReference operator[](int32 Index) const
void Empty(int32 Slack=0)
FORCEINLINE const uint32 * GetData() const
FScriptBitArray(const FScriptBitArray &)
FORCENOINLINE void ReallocGrow(int32 PreviousNumBits)
int32 FindPairIndex(const void *Key, const FScriptMapLayout &MapLayout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn)
FScriptMap(const FScriptMap &)
void Empty(int32 Slack, const FScriptMapLayout &Layout)
bool IsValidIndex(int32 Index) const
uint8 * FindValue(const void *Key, const FScriptMapLayout &MapLayout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn)
int32 AddUninitialized(const FScriptMapLayout &Layout)
const void * GetData(int32 Index, const FScriptMapLayout &Layout) const
void * GetData(int32 Index, const FScriptMapLayout &Layout)
void Add(const void *Key, const void *Value, const FScriptMapLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn, TFunctionRef< void(void *)> KeyConstructAndAssignFn, TFunctionRef< void(void *)> ValueConstructAndAssignFn, TFunctionRef< void(void *)> ValueAssignFn, TFunctionRef< void(void *)> DestructKeyFn, TFunctionRef< void(void *)> DestructValueFn)
void operator=(const FScriptMap &)
static FScriptMapLayout GetScriptLayout(int32 KeySize, int32 KeyAlignment, int32 ValueSize, int32 ValueAlignment)
int32 GetMaxIndex() const
void Rehash(const FScriptMapLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash)
void RemoveAt(int32 Index, const FScriptMapLayout &Layout)
static void CheckConstraints()
void Add(const void *Element, const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> EqualityFn, TFunctionRef< void(void *)> ConstructFn, TFunctionRef< void(void *)> DestructFn)
static void CheckConstraints()
void * GetData(int32 Index, const FScriptSetLayout &Layout)
void RemoveAt(int32 Index, const FScriptSetLayout &Layout)
int32 FindIndex(const void *Element, const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> EqualityFn)
static int32 & GetHashIndexRef(const void *Element, const FScriptSetLayout &Layout)
void Rehash(const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash)
static FScriptSetLayout GetScriptLayout(int32 ElementSize, int32 ElementAlignment)
int32 AddUninitialized(const FScriptSetLayout &Layout)
void Empty(int32 Slack, const FScriptSetLayout &Layout)
Allocator::HashAllocator::ForElementType< FSetElementId > HashType
int32 GetMaxIndex() const
static FSetElementId & GetHashNextIdRef(const void *Element, const FScriptSetLayout &Layout)
FScriptSet(const FScriptSet &)
const void * GetData(int32 Index, const FScriptSetLayout &Layout) const
FScriptSparseArray Elements
FDefaultSetAllocator Allocator
void operator=(const FScriptSet &)
FORCEINLINE FSetElementId & GetTypedHash(int32 HashIndex) const
bool IsValidIndex(int32 Index) const
FORCEINLINE FFreeListLink * GetFreeListLink(int32 Index, const FScriptSparseArrayLayout &Layout)
bool IsValidIndex(int32 Index) const
int32 AddUninitialized(const FScriptSparseArrayLayout &Layout)
static FScriptSparseArrayLayout GetScriptLayout(int32 ElementSize, int32 ElementAlignment)
int32 GetMaxIndex() const
void operator=(const FScriptSparseArray &)
void Empty(int32 Slack, const FScriptSparseArrayLayout &Layout)
FScriptBitArray AllocationFlags
FScriptSparseArray(const FScriptSparseArray &)
void * GetData(int32 Index, const FScriptSparseArrayLayout &Layout)
static void CheckConstraints()
const void * GetData(int32 Index, const FScriptSparseArrayLayout &Layout) const
void RemoveAtUninitialized(const FScriptSparseArrayLayout &Layout, int32 Index, int32 Count=1)
FORCEINLINE bool IsValidId() const
FORCEINLINE FSetElementId(int32 InIndex)
FORCEINLINE int32 AsInteger() const
FORCEINLINE FSetElementId()
FORCEINLINE operator int32() const
static FORCEINLINE FSetElementId FromInteger(int32 Integer)
FORCEINLINE friend bool operator==(const FSetElementId &A, const FSetElementId &B)
FORCEINLINE const DataType & GetCharArray() const
FORCEINLINE friend bool operator<=(const FString &Lhs, const CharType *Rhs)
FORCEINLINE void RemoveAt(int32 Index, int32 Count=1, bool bAllowShrinking=true)
FORCEINLINE friend FString operator+(FString &&Lhs, FString &&Rhs)
FORCEINLINE FString & Append(const FString &Text)
FORCEINLINE uint32 GetAllocatedSize() const
FString TrimStart() const &
int32 Find(const TCHAR *SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart, int32 StartPosition=INDEX_NONE) const
FORCEINLINE friend FString operator/(const FString &Lhs, const FString &Rhs)
FORCEINLINE FString(const std::string &str)
int32 ParseIntoArray(TArray< FString > &OutArray, const TCHAR **DelimArray, int32 NumDelims, bool InCullEmpty=true) const
FORCEINLINE friend FString operator+(const FString &Lhs, const TCHAR *Rhs)
FORCEINLINE friend bool operator!=(const FString &Lhs, const CharType *Rhs)
FORCEINLINE int32 Find(const FString &SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart, int32 StartPosition=INDEX_NONE) const
FORCEINLINE friend DataType::RangedForIteratorType end(FString &Str)
FORCEINLINE friend FString operator+(FString &&Lhs, const FString &Rhs)
FString(FString &&)=default
FORCEINLINE FString & operator=(const TCHAR *Other)
FORCEINLINE friend bool operator<(const CharType *Lhs, const FString &Rhs)
FString TrimEnd() const &
FString Replace(const TCHAR *From, const TCHAR *To, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FORCEINLINE FString LeftChop(int32 Count) const
FORCEINLINE bool FindChar(TCHAR InChar, int32 &Index) const
FORCEINLINE friend bool operator!=(const FString &Lhs, const FString &Rhs)
int32 ReplaceInline(const TCHAR *SearchText, const TCHAR *ReplacementText, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
FORCEINLINE FString Mid(int32 Start, int32 Count=INT_MAX) const
FORCEINLINE FString(FString &&Other, int32 ExtraSlack)
static FORCEINLINE FString ConcatFStrings(typename TIdentity< LhsType >::Type Lhs, typename TIdentity< RhsType >::Type Rhs)
static FString Chr(TCHAR Ch)
FORCEINLINE friend DataType::RangedForIteratorType begin(FString &Str)
FORCEINLINE friend FString operator+(const FString &Lhs, FString &&Rhs)
FORCEINLINE DataType & GetCharArray()
FORCEINLINE friend bool operator==(const FString &Lhs, const CharType *Rhs)
static FORCEINLINE FString FromInt(int32 Num)
FORCEINLINE FString & operator+=(const FString &Str)
FString & Append(const TCHAR *Text, int32 Count)
FORCEINLINE FString & operator/=(const FString &Str)
FORCEINLINE friend FString operator+(const FString &Lhs, const FString &Rhs)
FORCEINLINE int32 Compare(const FString &Other, ESearchCase::Type SearchCase=ESearchCase::CaseSensitive) const
FORCEINLINE friend bool operator<=(const CharType *Lhs, const FString &Rhs)
FORCEINLINE friend bool operator==(const FString &Lhs, const FString &Rhs)
FString TrimStartAndEnd() &&
FORCEINLINE friend FString operator+(const TCHAR *Lhs, const FString &Rhs)
FORCEINLINE TIterator CreateIterator()
FORCEINLINE void Reserve(const uint32 CharacterCount)
FString ReplaceQuotesWithEscapedQuotes() const
FString & operator=(FString &&)=default
static int32 CullArray(TArray< FString > *InArray)
bool MatchesWildcard(const FString &Wildcard, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FString ConvertTabsToSpaces(const int32 InSpacesPerTab)
bool StartsWith(const TCHAR *InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FORCEINLINE friend bool operator!=(const CharType *Lhs, const FString &Rhs)
static FORCEINLINE FString ConcatTCHARsToFString(const TCHAR *Lhs, typename TIdentity< RhsType >::Type Rhs)
FORCEINLINE FString Left(int32 Count) const
static bool ToHexBlob(const FString &Source, uint8 *DestBuffer, const uint32 DestSize)
int32 ParseIntoArrayLines(TArray< FString > &OutArray, bool InCullEmpty=true) const
FORCEINLINE bool FindLastChar(TCHAR InChar, int32 &Index) const
std::string ToString() const
Convert FString to std::string.
FString TrimQuotes(bool *bQuotesRemoved=nullptr) const
FORCEINLINE FString & operator+=(const TCHAR *Str)
void AppendInt(int32 InNum)
FORCEINLINE const TCHAR * operator*() const
FORCEINLINE friend FString operator/(FString &&Lhs, const TCHAR *Rhs)
FORCEINLINE friend FString operator/(FString &&Lhs, const FString &Rhs)
FString RightPad(int32 ChCount) const
FORCEINLINE friend TEnableIf< TIsCharType< CharType >::Value, FString >::Type operator+(const FString &Lhs, CharType Rhs)
FORCEINLINE friend DataType::RangedForConstIteratorType end(const FString &Str)
void PathAppend(const TCHAR *Str, int32 StrLength)
FORCEINLINE bool Contains(const FString &SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
FORCEINLINE FString(const CharType *Src, typename TEnableIf< TIsCharType< CharType >::Value >::Type *Dummy=nullptr)
FORCEINLINE FString RightChop(int32 Count) const
bool EndsWith(const FString &InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
static FString ChrN(int32 NumCharacters, TCHAR Char)
static FORCEINLINE FString ConcatFStringToTCHARs(typename TIdentity< LhsType >::Type Lhs, const TCHAR *Rhs)
FORCEINLINE friend FString operator+(const TCHAR *Lhs, FString &&Rhs)
FORCEINLINE TConstIterator CreateConstIterator() const
bool StartsWith(const FString &InPrefix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FString ToUpper() const &
FString(const FString &)=default
static FString FormatAsNumber(int32 InNumber)
FORCEINLINE bool Equals(const FString &Other, ESearchCase::Type SearchCase=ESearchCase::CaseSensitive) const
FORCEINLINE bool IsValidIndex(int32 Index) const
FORCEINLINE friend FString operator/(const FString &Lhs, const TCHAR *Rhs)
void TrimStartAndEndInline()
int32 ParseIntoArray(TArray< FString > &OutArray, const TCHAR *pchDelim, bool InCullEmpty=true) const
bool EndsWith(const TCHAR *InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FORCEINLINE FString(int32 InCount, const TCHAR *InSrc)
FORCEINLINE friend DataType::RangedForConstIteratorType begin(const FString &Str)
FORCEINLINE friend bool operator>(const FString &Lhs, const CharType *Rhs)
FString ReplaceCharWithEscapedChar(const TArray< TCHAR > *Chars=nullptr) const
static bool ToBlob(const FString &Source, uint8 *DestBuffer, const uint32 DestSize)
FORCEINLINE TCHAR & operator[](int32 Index)
FORCEINLINE void InsertAt(int32 Index, TCHAR Character)
FORCEINLINE friend bool operator>=(const CharType *Lhs, const FString &Rhs)
FORCEINLINE friend FString operator/(const TCHAR *Lhs, const FString &Rhs)
FORCEINLINE void AppendChars(const TCHAR *Array, int32 Count)
FORCEINLINE friend TEnableIf< TIsCharType< CharType >::Value, FString >::Type operator+(FString &&Lhs, CharType Rhs)
FORCEINLINE void Shrink()
FORCEINLINE friend bool operator>(const CharType *Lhs, const FString &Rhs)
FORCEINLINE bool IsEmpty() const
FORCEINLINE FString Right(int32 Count) const
FORCEINLINE void InsertAt(int32 Index, const FString &Characters)
FORCEINLINE bool Contains(const TCHAR *SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
FORCEINLINE friend bool operator>(const FString &Lhs, const FString &Rhs)
FORCEINLINE friend bool operator==(const CharType *Lhs, const FString &Rhs)
FORCEINLINE friend bool operator<(const FString &Lhs, const CharType *Rhs)
static FString Join(const TArray< T, Allocator > &Array, const TCHAR *Separator)
bool RemoveFromEnd(const FString &InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
FORCEINLINE TEnableIf< TIsCharType< CharType >::Value, FString & >::Type operator+=(CharType InChar)
FORCEINLINE const TCHAR & operator[](int32 Index) const
FORCEINLINE friend bool operator<(const FString &Lhs, const FString &Rhs)
FORCEINLINE friend bool operator>=(const FString &Lhs, const FString &Rhs)
FString ToLower() const &
int32 ParseIntoArrayWS(TArray< FString > &OutArray, const TCHAR *pchExtraDelim=nullptr, bool InCullEmpty=true) const
bool Split(const FString &InS, FString *LeftS, FString *RightS, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
static FString Format(const T *format, Args &&... args)
Formats text using fmt::format.
FString LeftPad(int32 ChCount) const
FORCEINLINE int32 FindLastCharByPredicate(Predicate Pred) const
FORCEINLINE void Reset(int32 NewReservedSize=0)
FORCEINLINE void Empty(int32 Slack=0)
FORCEINLINE int32 Len() const
FORCEINLINE int32 FindLastCharByPredicate(Predicate Pred, int32 Count) const
void TrimToNullTerminator()
bool RemoveFromStart(const FString &InPrefix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
FORCEINLINE FString & AppendChar(const TCHAR InChar)
FORCEINLINE friend bool operator>=(const FString &Lhs, const CharType *Rhs)
FORCEINLINE friend bool operator<=(const FString &Lhs, const FString &Rhs)
FORCEINLINE void CheckInvariants() const
FORCEINLINE friend FString operator+(FString &&Lhs, const TCHAR *Rhs)
FString ReplaceEscapedCharWithChar(const TArray< TCHAR > *Chars=nullptr) const
FORCEINLINE FString(const FString &Other, int32 ExtraSlack)
FORCEINLINE FString & operator/=(const TCHAR *Str)
FString & operator=(const FString &)=default
FString TrimStartAndEnd() const &
int32 GetAlignment() const
int32 AddMember(int32 MemberSize, int32 MemberAlignment)
FChunkedFixedUObjectArray ObjObjects
bool OpenForDisregardForGC
int MaxObjectsNotConsideredByGC
FieldArray & operator=(const T &other)=delete
std::shared_ptr< spdlog::logger > logger_
Log & operator=(Log &&)=delete
static std::shared_ptr< spdlog::logger > & GetLog()
Log & operator=(const Log &)=delete
virtual ~FReferenceControllerBase()
FReferenceControllerBase & operator=(FReferenceControllerBase const &)
virtual void DestroyObject()=0
FORCEINLINE FReferenceControllerBase()
FReferenceControllerBase(FReferenceControllerBase const &)
int32 SharedReferenceCount
FORCEINLINE const int32 GetSharedReferenceCount() const
FSharedReferencer & operator=(FSharedReferencer &&InSharedReference)
FORCEINLINE FSharedReferencer()
FORCEINLINE const bool IsValid() const
FORCEINLINE FSharedReferencer(FSharedReferencer const &InSharedReference)
FORCEINLINE const bool IsUnique() const
FSharedReferencer & operator=(FSharedReferencer const &InSharedReference)
FSharedReferencer(FWeakReferencer< Mode > const &InWeakReference)
friend class FWeakReferencer
FORCEINLINE FSharedReferencer(FSharedReferencer &&InSharedReference)
FSharedReferencer(FReferenceControllerBase *InReferenceController)
FORCEINLINE ~FSharedReferencer()
FReferenceControllerOps< Mode > TOps
FReferenceControllerBase * ReferenceController
void AssignReferenceController(FReferenceControllerBase *NewReferenceController)
FORCEINLINE FWeakReferencer(FSharedReferencer< Mode > const &InSharedRefCountPointer)
FORCEINLINE FWeakReferencer(FWeakReferencer &&InWeakRefCountPointer)
FReferenceControllerOps< Mode > TOps
FORCEINLINE FWeakReferencer(FWeakReferencer const &InWeakRefCountPointer)
FORCEINLINE const bool IsValid() const
FORCEINLINE FWeakReferencer()
FORCEINLINE FWeakReferencer & operator=(FWeakReferencer const &InWeakReference)
FORCEINLINE ~FWeakReferencer()
FORCEINLINE FWeakReferencer & operator=(FWeakReferencer &&InWeakReference)
FORCEINLINE FWeakReferencer & operator=(FSharedReferencer< Mode > const &InSharedReference)
FReferenceControllerBase * ReferenceController
TIntrusiveReferenceController(const TIntrusiveReferenceController &)=delete
ObjectType * GetObjectPtr() const
TIntrusiveReferenceController & operator=(const TIntrusiveReferenceController &)=delete
virtual void DestroyObject() override
TIntrusiveReferenceController(ArgTypes &&... Args)
TTypeCompatibleBytes< ObjectType > ObjectStorage
virtual void DestroyObject() override
TReferenceControllerWithDeleter & operator=(const TReferenceControllerWithDeleter &)=delete
TReferenceControllerWithDeleter(const TReferenceControllerWithDeleter &)=delete
TReferenceControllerWithDeleter(ObjectType *InObject, DeleterType &&Deleter)
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, int32 NumBytesPerElement) const
ForAnyElementType(const ForAnyElementType &)
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FScriptContainerElement * Data
FORCEINLINE ~ForAnyElementType()
FORCEINLINE void MoveToEmpty(ForAnyElementType &Other)
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
FORCEINLINE FScriptContainerElement * GetAllocation() const
ForAnyElementType & operator=(const ForAnyElementType &)
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FORCEINLINE ElementType * GetAllocation() const
FORCEINLINE bool Find(const ElementType &Item, int32 &Index) const
void RemoveAtImpl(int32 Index, int32 Count, bool bAllowShrinking)
TArray & operator=(TArray &&Other)
TCheckedPointerIterator< const ElementType > RangedForConstIteratorType
int32 AddUniqueImpl(ArgsType &&Args)
TArray & operator=(std::initializer_list< InElementType > InitList)
void SetNumUninitialized(int32 NewNum, bool bAllowShrinking=true)
FORCEINLINE int32 Num() const
int32 FindLastByPredicate(Predicate Pred, int32 Count) const
TIterator CreateIterator()
int32 AddZeroed(int32 Count=1)
FORCEINLINE int32 Emplace(ArgsType &&... Args)
FORCEINLINE int32 Max() const
ElementAllocatorType AllocatorInstance
FORCENOINLINE void ResizeTo(int32 NewMax)
InElementType ElementType
int32 RemoveAll(const PREDICATE_CLASS &Predicate)
void SetNumZeroed(int32 NewNum, bool bAllowShrinking=true)
void InsertZeroed(int32 Index, int32 Count=1)
static FORCEINLINE TEnableIf<!UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopy(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax)
FORCEINLINE const ElementType & Last(int32 IndexFromTheEnd=0) const
TIndexedContainerIterator< TArray, ElementType, int32 > TIterator
FORCEINLINE bool operator!=(const TArray &OtherArray) const
TCheckedPointerIterator< ElementType > RangedForIteratorType
TArray & operator+=(TArray &&Other)
static FORCEINLINE TEnableIf< UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopy(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax)
void Init(const ElementType &Element, int32 Number)
FORCEINLINE friend RangedForIteratorType end(TArray &Array)
FORCEINLINE bool ContainsByPredicate(Predicate Pred) const
FORCEINLINE void CheckAddress(const ElementType *Addr) const
TIndexedContainerIterator< const TArray, const ElementType, int32 > TConstIterator
FORCEINLINE void CheckInvariants() const
FORCEINLINE TArray(const TArray &Other, int32 ExtraSlack)
FORCEINLINE void RemoveAt(int32 Index, CountType Count, bool bAllowShrinking=true)
void StableSort(const PREDICATE_CLASS &Predicate)
FORCEINLINE void Append(std::initializer_list< ElementType > InitList)
TArray & operator+=(const TArray &Other)
FORCEINLINE int32 Add(const ElementType &Item)
FORCEINLINE ElementType & Last(int32 IndexFromTheEnd=0)
FORCENOINLINE void ResizeGrow(int32 OldNum)
FORCEINLINE void EmplaceAt(int32 Index, ArgsType &&... Args)
FORCEINLINE const ElementType & operator[](int32 Index) const
TArray< ElementType > FilterByPredicate(Predicate Pred) const
FORCEINLINE friend RangedForIteratorType begin(TArray &Array)
void Append(TArray< OtherElementType, OtherAllocator > &&Source)
FORCENOINLINE void ResizeForCopy(int32 NewMax, int32 PrevMax)
FORCEINLINE void RemoveAtSwap(int32 Index)
int32 Insert(const ElementType *Ptr, int32 Count, int32 Index)
FORCEINLINE int32 GetSlack() const
FORCEINLINE int32 AddUnique(const ElementType &Item)
int32 Find(const ElementType &Item) const
void CopyToEmpty(const OtherElementType *OtherData, int32 OtherNum, int32 PrevMax, int32 ExtraSlack)
FORCEINLINE void Shrink()
void SetNumUnsafeInternal(int32 NewNum)
FORCEINLINE const ElementType & Top() const
static FORCEINLINE TEnableIf< UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopyWithSlack(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax, int32 ExtraSlack)
int32 RemoveSwap(const ElementType &Item)
int32 IndexOfByKey(const KeyType &Key) const
void Append(const TArray< OtherElementType, OtherAllocator > &Source)
FORCEINLINE TArray(const TArray &Other)
FORCEINLINE ElementType & Top()
FORCEINLINE friend RangedForConstIteratorType end(const TArray &Array)
TArray(std::initializer_list< InElementType > InitList)
FORCEINLINE bool FindLast(const ElementType &Item, int32 &Index) const
FORCEINLINE int32 AddUnique(ElementType &&Item)
FORCEINLINE friend RangedForConstIteratorType begin(const TArray &Array)
int32 Insert(const ElementType &Item, int32 Index)
FORCEINLINE uint32 GetTypeSize() const
TArray & operator+=(std::initializer_list< ElementType > InitList)
void Append(const ElementType *Ptr, int32 Count)
static FORCEINLINE TEnableIf<!UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopyWithSlack(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax, int32 ExtraSlack)
int32 Insert(ElementType &&Item, int32 Index)
FORCEINLINE TArray(TArray &&Other)
FORCENOINLINE void ResizeShrink()
FORCEINLINE void RangeCheck(int32 Index) const
void Reset(int32 NewSize=0)
bool Contains(const ComparisonType &Item) const
TArray(TArray< OtherElementType, Allocator > &&Other, int32 ExtraSlack)
FORCEINLINE void RemoveAt(int32 Index)
int32 RemoveSingle(const ElementType &Item)
int32 FindLast(const ElementType &Item) const
void RemoveAllSwap(const PREDICATE_CLASS &Predicate, bool bAllowShrinking=true)
FORCEINLINE ElementType & operator[](int32 Index)
TArray & operator=(const TArray &Other)
int32 Remove(const ElementType &Item)
bool operator==(const TArray &OtherArray) const
FORCEINLINE const ElementType * FindByPredicate(Predicate Pred) const
FORCEINLINE TArray(const ElementType *Ptr, int32 Count)
FORCEINLINE ElementType Pop(bool bAllowShrinking=true)
FORCEINLINE int32 FindLastByPredicate(Predicate Pred) const
void Empty(int32 Slack=0)
TChooseClass< Allocator::NeedsElementType, typenameAllocator::templateForElementType< ElementType >, typenameAllocator::ForAnyElementType >::Result ElementAllocatorType
void SetNum(int32 NewNum, bool bAllowShrinking=true)
FORCEINLINE const ElementType * FindByKey(const KeyType &Key) const
FORCEINLINE void Push(const ElementType &Item)
TConstIterator CreateConstIterator() const
FORCEINLINE void Reserve(int32 Number)
void InsertDefaulted(int32 Index, int32 Count=1)
FORCEINLINE int32 AddUninitialized(int32 Count=1)
int32 RemoveSingleSwap(const ElementType &Item, bool bAllowShrinking=true)
FORCEINLINE TArray(TArray< OtherElementType, OtherAllocator > &&Other)
FORCEINLINE ElementType * GetData() const
FORCEINLINE bool IsValidIndex(int32 Index) const
int32 Insert(std::initializer_list< ElementType > InitList, const int32 InIndex)
FORCEINLINE uint32 GetAllocatedSize(void) const
int32 Insert(const TArray< ElementType > &Items, const int32 InIndex)
FORCEINLINE int32 Add(ElementType &&Item)
FORCEINLINE void RemoveAtSwap(int32 Index, CountType Count, bool bAllowShrinking=true)
TArray & operator=(const TArray< ElementType, OtherAllocator > &Other)
ElementType * FindByPredicate(Predicate Pred)
FORCEINLINE TArray(const TArray< OtherElementType, OtherAllocator > &Other)
void InsertUninitialized(int32 Index, int32 Count=1)
ElementType * FindByKey(const KeyType &Key)
void Sort(const PREDICATE_CLASS &Predicate)
int32 AddDefaulted(int32 Count=1)
void RemoveAtSwapImpl(int32 Index, int32 Count=1, bool bAllowShrinking=true)
FORCEINLINE void Push(ElementType &&Item)
int32 IndexOfByPredicate(Predicate Pred) const
FORCEINLINE FConstIterator & operator++()
const TBitArray< Allocator > & Array
FORCEINLINE FConstIterator(const TBitArray< Allocator > &InArray, int32 StartIndex=0)
FORCEINLINE int32 GetIndex() const
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE FConstBitReference GetValue() const
const TBitArray< Allocator > & Array
FORCEINLINE operator bool() const
FORCEINLINE FConstReverseIterator(const TBitArray< Allocator > &InArray)
FORCEINLINE int32 GetIndex() const
FORCEINLINE FConstBitReference GetValue() const
FORCEINLINE bool operator!() const
FORCEINLINE FConstReverseIterator & operator++()
FORCEINLINE FIterator(TBitArray< Allocator > &InArray, int32 StartIndex=0)
FORCEINLINE FBitReference GetValue() const
FORCEINLINE FIterator & operator++()
FORCEINLINE int32 GetIndex() const
TBitArray< Allocator > & Array
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE uint32 * GetData()
int32 Add(const bool Value)
FORCENOINLINE void SetRange(int32 Index, int32 Num, bool Value)
void Empty(int32 ExpectedNumBits=0)
FORCEINLINE FBitReference AccessCorrespondingBit(const FRelativeBitReference &RelativeReference)
int32 Find(bool bValue) const
FORCENOINLINE void Realloc(int32 PreviousNumBits)
friend class TConstSetBitIterator
FORCEINLINE int32 Num() const
uint32 GetAllocatedSize(void) const
FORCEINLINE TBitArray(TBitArray &&Other)
FORCEINLINE const FConstBitReference operator[](int32 Index) const
FORCEINLINE const FConstBitReference AccessCorrespondingBit(const FRelativeBitReference &RelativeReference) const
friend class TConstDualSetBitIterator
FORCEINLINE bool IsValidIndex(int32 InIndex) const
Allocator::template ForElementType< uint32 > AllocatorType
FORCEINLINE TBitArray & operator=(const TBitArray &Copy)
void RemoveAtSwap(int32 BaseIndex, int32 NumBitsToRemove=1)
FORCEINLINE bool Contains(bool bValue) const
static FORCEINLINE TEnableIf< TContainerTraits< BitArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(BitArrayType &ToArray, BitArrayType &FromArray)
void Init(bool Value, int32 InNumBits)
int32 FindAndSetFirstZeroBit()
AllocatorType AllocatorInstance
static FORCEINLINE TEnableIf<!TContainerTraits< BitArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(BitArrayType &ToArray, BitArrayType &FromArray)
FORCEINLINE TBitArray & operator=(TBitArray &&Other)
FORCEINLINE TBitArray(const TBitArray &Copy)
FORCEINLINE FBitReference operator[](int32 Index)
void RemoveAt(int32 BaseIndex, int32 NumBitsToRemove=1)
TBitArray(const bool Value=false, const int32 InNumBits=0)
FORCEINLINE const uint32 * GetData() const
FORCEINLINE int32 GetIndex() const
FORCEINLINE TConstDualSetBitIterator & operator++()
const TBitArray< Allocator > & ArrayA
const TBitArray< OtherAllocator > & ArrayB
FORCEINLINE TConstDualSetBitIterator(const TBitArray< Allocator > &InArrayA, const TBitArray< OtherAllocator > &InArrayB, int32 StartIndex=0)
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE friend bool operator==(const TConstSetBitIterator &Lhs, const TConstSetBitIterator &Rhs)
FORCEINLINE TConstSetBitIterator & operator++()
FORCEINLINE bool operator!() const
FORCEINLINE friend bool operator!=(const TConstSetBitIterator &Lhs, const TConstSetBitIterator &Rhs)
TConstSetBitIterator(const TBitArray< Allocator > &InArray, int32 StartIndex=0)
FORCEINLINE operator bool() const
FORCEINLINE int32 GetIndex() const
const TBitArray< Allocator > & Array
FORCEINLINE TEnumAsByte(TEnum InValue)
FORCEINLINE TEnumAsByte(int32 InValue)
FORCEINLINE TEnumAsByte & operator=(TEnum InValue)
FORCEINLINE TEnumAsByte(const TEnumAsByte &InValue)
FORCEINLINE TEnumAsByte(uint8 InValue)
bool operator==(TEnum InValue) const
FORCEINLINE TEnumAsByte()
TEnumAsByte_EnumClass< TIsEnumClass< TEnum >::Value > Check
FORCEINLINE TEnumAsByte & operator=(TEnumAsByte InValue)
FORCEINLINE friend uint32 GetTypeHash(const TEnumAsByte &Enum)
bool operator==(TEnumAsByte InValue) const
ForElementType & operator=(const ForElementType &)
TTypeCompatibleBytes< ElementType > InlineData[NumInlineElements]
FORCEINLINE ElementType * GetAllocation() const
FORCEINLINE void MoveToEmpty(ForElementType &Other)
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, SIZE_T NumBytesPerElement) const
ElementType * GetInlineElements() const
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
ForElementType(const ForElementType &)
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
TFunction(const TFunction &Other)
TFunction(FunctorType &&InFunc)
UE4Function_Private::FFunctionStorage Storage
FORCEINLINE operator bool() const
TFunction(TYPE_OF_NULLPTR=nullptr)
UE4Function_Private::TFunctionRefBase< TFunction< FuncType >, FuncType > Super
TFunction & operator=(TYPE_OF_NULLPTR)
TFunction(TFunction &&Other)
TFunctionRef(const FunctorType &Functor)
void CopyAndReseat(const TFunctionRef &Other, void *Functor)
void Set(FunctorType *Functor)
TFunctionRef(FunctorType &Functor)
UE4Function_Private::TFunctionRefBase< TFunctionRef< FuncType >, FuncType > Super
TFunctionRef & operator=(const TFunctionRef &) const =delete
TFunctionRef(FunctionType *Function)
TFunctionRef(const TFunctionRef &Other)
FORCEINLINE friend bool operator!=(const TIndexedContainerIterator &Lhs, const TIndexedContainerIterator &Rhs)
ElementType * operator->() const
FORCEINLINE friend bool operator==(const TIndexedContainerIterator &Lhs, const TIndexedContainerIterator &Rhs)
IndexType GetIndex() const
TIndexedContainerIterator operator+(int32 Offset) const
TIndexedContainerIterator operator++(int)
TIndexedContainerIterator & operator--()
TIndexedContainerIterator & operator-=(int32 Offset)
FORCEINLINE operator bool() const
TIndexedContainerIterator(ContainerType &InContainer, IndexType StartIndex=0)
ContainerType & Container
TIndexedContainerIterator & operator++()
TIndexedContainerIterator & operator+=(int32 Offset)
TIndexedContainerIterator operator--(int)
TIndexedContainerIterator operator-(int32 Offset) const
ElementType & operator*() const
FORCEINLINE int32 Add(T *Item)
FORCEINLINE T & operator[](int32 Index)
uint32 GetTypeSize() const
void RemoveAt(int32 Index, int32 Count=1, bool bAllowShrinking=true)
FORCEINLINE void Insert(T *Item, int32 Index)
void DestructAndFreeItems()
TIndirectArray & operator=(const TIndirectArray &Other)
TIterator CreateIterator()
TIndirectArray(const TIndirectArray &Other)
FORCEINLINE ElementType & Last(int32 IndexFromTheEnd=0)
FORCEINLINE void Reserve(int32 Number)
FORCEINLINE const T ** GetData() const
FORCEINLINE T ** GetData()
FORCEINLINE bool IsValidIndex(int32 Index) const
void Empty(int32 Slack=0)
TConstIterator CreateConstIterator() const
TIndexedContainerIterator< const TIndirectArray, const ElementType, int32 > TConstIterator
void Reset(int32 NewSize=0)
FORCEINLINE const T & operator[](int32 Index) const
void RemoveAtSwap(int32 Index, int32 Count=1, bool bAllowShrinking=true)
TIndirectArray & operator=(TIndirectArray &&)=default
TArray< void *, Allocator > InternalArrayType
FORCEINLINE friend TDereferencingIterator< ElementType, typename InternalArrayType::RangedForIteratorType > end(TIndirectArray &IndirectArray)
void Swap(int32 FirstIndexToSwap, int32 SecondIndexToSwap)
FORCEINLINE friend TDereferencingIterator< const ElementType, typename InternalArrayType::RangedForConstIteratorType > begin(const TIndirectArray &IndirectArray)
FORCEINLINE const ElementType & Last(int32 IndexFromTheEnd=0) const
SIZE_T GetAllocatedSize() const
FORCEINLINE int32 Num() const
FORCEINLINE friend TDereferencingIterator< ElementType, typename InternalArrayType::RangedForIteratorType > begin(TIndirectArray &IndirectArray)
FORCEINLINE friend TDereferencingIterator< const ElementType, typename InternalArrayType::RangedForConstIteratorType > end(const TIndirectArray &IndirectArray)
TIndirectArray(TIndirectArray &&)=default
TIndexedContainerIterator< TIndirectArray, ElementType, int32 > TIterator
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, SIZE_T NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FORCEINLINE ElementType * GetAllocation() const
TTypeCompatibleBytes< ElementType > InlineData[NumInlineElements]
ForElementType(const ForElementType &)
FORCEINLINE void MoveToEmpty(ForElementType &Other)
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
ForElementType & operator=(const ForElementType &)
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
SecondaryAllocator::template ForElementType< ElementType > SecondaryData
ElementType * GetInlineElements() const
TInlineSparseArrayAllocator< NumInlineElements, typename SecondaryAllocator::SparseArrayAllocator > SparseArrayAllocator
static FORCEINLINE uint32 GetNumberOfHashBuckets(uint32 NumHashedElements)
TInlineAllocator< NumInlineHashBuckets, typename SecondaryAllocator::HashAllocator > HashAllocator
TInlineAllocator< NumInlineElements, typename SecondaryAllocator::ElementAllocator > ElementAllocator
TInlineAllocator< InlineBitArrayDWORDs, typename SecondaryAllocator::BitArrayAllocator > BitArrayAllocator
static void Rotate(T *First, const int32 From, const int32 To, const int32 Amount)
TRValueToLValueReference< KeyInitType >::Type Key
FORCEINLINE TKeyInitializer(KeyInitType InKey)
operator TPair< KeyType, ValueType >() const
TChooseClass< bConst, constKeyType, KeyType >::Result ItKeyType
TChooseClass< bConst, constTMapBase, TMapBase >::Result MapType
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE TBaseIterator(const PairItType &InElementIt)
FORCEINLINE bool operator!() const
FORCEINLINE ItKeyType & Key() const
FORCEINLINE PairType & operator*() const
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE TBaseIterator & operator++()
FORCEINLINE ItValueType & Value() const
TChooseClass< bConst, typenameTChooseClass< bRangedFor, typenameElementSetType::TRangedForConstIterator, typenameElementSetType::TConstIterator >::Result, typenameTChooseClass< bRangedFor, typenameElementSetType::TRangedForIterator, typenameElementSetType::TIterator >::Result >::Result PairItType
FORCEINLINE PairType * operator->() const
FORCEINLINE operator bool() const
TChooseClass< bConst, constValueType, ValueType >::Result ItValueType
TChooseClass< bConst, consttypenameElementSetType::ElementType, typenameElementSetType::ElementType >::Result PairType
TChooseClass< bConst, constValueType, ValueType >::Result ItValueType
FORCEINLINE TBaseKeyIterator(const SetItType &InSetIt)
FORCEINLINE operator bool() const
TChooseClass< bConst, constKeyType, KeyType >::Result ItKeyType
FORCEINLINE ItKeyType & Key() const
FORCEINLINE bool operator!() const
FORCEINLINE ItValueType & Value() const
FORCEINLINE TBaseKeyIterator & operator++()
TChooseClass< bConst, typenameElementSetType::TConstKeyIterator, typenameElementSetType::TKeyIterator >::Result SetItType
FORCEINLINE TConstIterator(const TMapBase &InMap)
FORCEINLINE TConstKeyIterator(const TMapBase &InMap, KeyInitType InKey)
bool bRequiresRehashOnRemoval
bool bElementsHaveBeenRemoved
FORCEINLINE void RemoveCurrent()
FORCEINLINE TIterator(TMapBase &InMap, bool bInRequiresRehashOnRemoval=false)
FORCEINLINE void RemoveCurrent()
FORCEINLINE TKeyIterator(TMapBase &InMap, KeyInitType InKey)
FORCEINLINE ValueType & FindOrAddImpl(ArgType &&Arg)
FORCEINLINE friend TRangedForIterator end(TMapBase &MapBase)
FORCEINLINE bool Contains(KeyConstPointerType Key) const
TSet< ElementType, KeyFuncs, SetAllocator > ElementSetType
const KeyType * FindKey(ValueInitType Value) const
FORCEINLINE ValueType * Find(KeyConstPointerType Key)
FORCEINLINE ValueType & Add(KeyType &&InKey, ValueType &&InValue)
void GenerateValueArray(TArray< ValueType, Allocator > &OutArray) const
FORCEINLINE ValueType FindRef(KeyConstPointerType Key) const
void GenerateKeyArray(TArray< KeyType, Allocator > &OutArray) const
FORCEINLINE const ValueType * Find(KeyConstPointerType Key) const
FORCEINLINE ValueType & Add(const KeyType &InKey)
friend bool LegacyCompareEqual(const TMapBase &A, const TMapBase &B)
FORCEINLINE TIterator CreateIterator()
FORCEINLINE friend TRangedForConstIterator end(const TMapBase &MapBase)
FORCEINLINE void Shrink()
FORCEINLINE void Empty(int32 ExpectedNumElements=0)
FORCEINLINE void Reserve(int32 Number)
TMapBase & operator=(const TMapBase &)=default
FORCEINLINE TConstKeyIterator CreateConstKeyIterator(KeyInitType InKey) const
TMapBase(const TMapBase &)=default
TMapBase(TMapBase &&)=default
TTypeTraits< KeyType >::ConstInitType KeyInitType
FORCEINLINE ValueType & FindOrAdd(KeyType &&Key)
FORCEINLINE TConstIterator CreateConstIterator() const
FORCEINLINE int32 Remove(KeyConstPointerType InKey)
TTypeTraits< ValueType >::ConstInitType ValueInitType
FORCEINLINE ValueType & Add(KeyType &&InKey)
TTypeTraits< KeyType >::ConstPointerType KeyConstPointerType
TMapBase & operator=(const TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
FORCEINLINE TKeyIterator CreateKeyIterator(KeyInitType InKey)
ValueType & Emplace(InitKeyType &&InKey)
int32 GetKeys(TArray< KeyType, Allocator > &OutKeys) const
TMapBase & operator=(TMapBase &&)=default
TMapBase(TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
FORCEINLINE ValueType & Add(KeyType &&InKey, const ValueType &InValue)
FORCEINLINE friend TRangedForIterator begin(TMapBase &MapBase)
bool OrderIndependentCompareEqual(const TMapBase &Other) const
FORCEINLINE const ValueType & FindChecked(KeyConstPointerType Key) const
FORCEINLINE int32 Num() const
FORCEINLINE void CompactStable()
FORCEINLINE ValueType & Add(const KeyType &InKey, const ValueType &InValue)
FORCEINLINE friend TRangedForConstIterator begin(const TMapBase &MapBase)
FORCEINLINE void Compact()
FORCEINLINE ValueType & FindOrAdd(const KeyType &Key)
TPair< KeyType, ValueType > ElementType
FORCEINLINE ValueType & FindChecked(KeyConstPointerType Key)
FORCEINLINE ValueType & Add(const KeyType &InKey, ValueType &&InValue)
ValueType & Emplace(InitKeyType &&InKey, InitValueType &&InValue)
TMapBase(const TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
FORCEINLINE uint32 GetAllocatedSize() const
TMapBase & operator=(TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
friend bool LegacyCompareNotEqual(const TMapBase &A, const TMapBase &B)
FORCEINLINE ValueType & operator[](KeyConstPointerType Key)
FORCEINLINE bool RemoveAndCopyValue(KeyInitType Key, ValueType &OutRemovedValue)
FORCEINLINE const ValueType & operator[](KeyConstPointerType Key) const
TMap(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
TSortableMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
FORCEINLINE ValueType FindAndRemoveChecked(KeyConstPointerType Key)
void Append(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &OtherMap)
TMap & operator=(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
void Append(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&OtherMap)
TMap & operator=(const TMap &)=default
TMap & operator=(TMap &&)=default
TMap & operator=(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TMap(const TMap &)=default
TMap(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Super::KeyInitType KeyInitType
Super::KeyConstPointerType KeyConstPointerType
static void Sort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
Super::KeyInitType KeyInitType
TMultiMap(TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Super::ValueInitType ValueInitType
Super::KeyConstPointerType KeyConstPointerType
int32 Num(KeyInitType Key) const
void MultiFindPointer(KeyInitType Key, TArray< const ValueType *, Allocator > &OutValues, bool bMaintainOrder=false) const
int32 RemoveSingle(KeyInitType InKey, ValueInitType InValue)
TMultiMap & operator=(TMultiMap &&)=default
void MultiFindPointer(KeyInitType Key, TArray< ValueType *, Allocator > &OutValues, bool bMaintainOrder=false)
ValueType * FindPair(KeyInitType Key, ValueInitType Value)
TMultiMap(const TMultiMap &)=default
FORCEINLINE ValueType & AddUnique(KeyType &&InKey, ValueType &&InValue)
TMultiMap & operator=(TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TMultiMap(const TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
FORCEINLINE int32 Num() const
int32 Remove(KeyInitType InKey, ValueInitType InValue)
TMultiMap & operator=(const TMultiMap &)=default
TSortableMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
FORCEINLINE const ValueType * FindPair(KeyInitType Key, ValueInitType Value) const
TMultiMap & operator=(const TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
void MultiFind(KeyInitType Key, TArray< ValueType, Allocator > &OutValues, bool bMaintainOrder=false) const
FORCEINLINE ValueType & AddUnique(const KeyType &InKey, const ValueType &InValue)
FORCEINLINE int32 Remove(KeyConstPointerType InKey)
FORCEINLINE ValueType & AddUnique(KeyType &&InKey, const ValueType &InValue)
ValueType & EmplaceUnique(InitKeyType &&InKey, InitValueType &&InValue)
FORCEINLINE ValueType & AddUnique(const KeyType &InKey, ValueType &&InValue)
TMultiMap(TMultiMap &&)=default
FORCEINLINE TPairInitializer(KeyInitType InKey, ValueInitType InValue)
operator TPair< KeyType, ValueType >() const
TRValueToLValueReference< ValueInitType >::Type Value
TRValueToLValueReference< KeyInitType >::Type Key
FORCEINLINE TPairInitializer(const TPair< KeyType, ValueType > &Pair)
FORCEINLINE bool operator()(T &&A, T &&B) const
TReversePredicate(const PredicateType &InPredicate)
const PredicateType & Predicate
static void Merge(T *First, const int32 Mid, const int32 Num, const PREDICATE_CLASS &Predicate)
FORCEINLINE FElementCompareClass(const PREDICATE_CLASS &InPredicate)
FORCEINLINE bool operator()(const SetElementType &A, const SetElementType &B) const
TDereferenceWrapper< ElementType, PREDICATE_CLASS > Predicate
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
FORCEINLINE ItElementType & operator*() const
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
TChooseClass< bConst, typenameTChooseClass< bRangedFor, typenameElementArrayType::TRangedForConstIterator, typenameElementArrayType::TConstIterator >::Result, typenameTChooseClass< bRangedFor, typenameElementArrayType::TRangedForIterator, typenameElementArrayType::TIterator >::Result >::Result ElementItType
FORCEINLINE TBaseIterator & operator++()
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE FSetElementId GetId() const
FORCEINLINE TBaseIterator(const ElementItType &InElementIt)
FORCEINLINE ItElementType * operator->() const
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE ItElementType & operator*() const
FORCEINLINE ItElementType * operator->() const
FORCEINLINE TBaseKeyIterator(SetType &InSet, KeyInitType InKey)
TTypeTraits< typenameKeyFuncs::KeyType >::ConstPointerType Key
TChooseClass< bConst, constTSet, TSet >::Result SetType
FORCEINLINE operator bool() const
FORCEINLINE TBaseKeyIterator & operator++()
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
FORCEINLINE bool operator!() const
FORCEINLINE TConstIterator(const TSet &InSet)
FORCEINLINE TConstKeyIterator(const TSet &InSet, KeyInitType InKey)
FORCEINLINE TIterator(TSet &InSet)
FORCEINLINE void RemoveCurrent()
FORCEINLINE TKeyIterator(TSet &InSet, KeyInitType InKey)
FORCEINLINE void RemoveCurrent()
static FORCEINLINE uint32 GetNumberOfHashBuckets(uint32 NumHashedElements)
InHashAllocator HashAllocator
InSparseArrayAllocator SparseArrayAllocator
FORCEINLINE TSetElement(const TSetElement &Rhs)
FORCEINLINE TSetElement & operator=(const TSetElement &Rhs)
InElementType ElementType
FORCEINLINE bool operator!=(const TSetElement &Other) const
FORCEINLINE TSetElement()
FORCEINLINE TSetElement & operator=(TSetElement &&Rhs)
FORCEINLINE TSetElement(TSetElement &&Rhs)
FORCEINLINE bool operator==(const TSetElement &Other) const
FORCEINLINE ElementType * Find(KeyInitType Key)
FORCEINLINE FSetElementId Add(const InElementType &InElement, bool *bIsAlreadyInSetPtr=NULL)
FORCEINLINE friend TRangedForConstIterator end(const TSet &Set)
void Append(const TSet< ElementType, KeyFuncs, OtherAllocator > &OtherSet)
FORCEINLINE int32 Num() const
TSet & operator=(const TSet< ElementType, KeyFuncs, OtherAllocator > &Other)
TSet & operator=(TSet &&Other)
bool VerifyHashElementsKey(KeyInitType Key)
KeyFuncs::KeyInitType KeyInitType
static FORCEINLINE TEnableIf< TContainerTraits< SetType >::MoveWillEmptyContainer >::Type MoveOrCopy(SetType &ToSet, SetType &FromSet)
FORCEINLINE void Shrink()
TSet & operator=(TSet< ElementType, KeyFuncs, OtherAllocator > &&Other)
FORCEINLINE const ElementType & operator[](FSetElementId Id) const
TSet(TSet< ElementType, KeyFuncs, OtherAllocator > &&Other)
FORCEINLINE TIterator CreateIterator()
friend bool LegacyCompareNotEqual(const TSet &A, const TSet &B)
TSparseArray< SetElementType, typename Allocator::SparseArrayAllocator > ElementArrayType
FORCEINLINE void Compact()
FORCEINLINE FSetElementId Add(InElementType &&InElement, bool *bIsAlreadyInSetPtr=NULL)
FORCEINLINE uint32 GetAllocatedSize(void) const
FORCEINLINE void CheckAddress(const ElementType *Addr) const
FORCEINLINE void HashElement(FSetElementId ElementId, const SetElementType &Element) const
FORCEINLINE SetElementType & GetInternalElement(FSetElementId Id)
FORCEINLINE friend TRangedForIterator begin(TSet &Set)
FORCEINLINE TSet(const TSet &Copy)
InElementType ElementType
FORCEINLINE bool IsValidId(FSetElementId Id) const
FORCEINLINE TSet(TArray< ElementType > &&InArray)
void Append(const TArray< ElementType, ArrayAllocator > &InElements)
TSet Intersect(const TSet &OtherSet) const
FSetElementId FindId(KeyInitType Key) const
FORCEINLINE friend TRangedForConstIterator begin(const TSet &Set)
TSet & operator=(const TSet &Copy)
FSetElementId Emplace(ArgsType &&Args, bool *bIsAlreadyInSetPtr=NULL)
FORCEINLINE ElementType & operator[](FSetElementId Id)
void Append(TSet< ElementType, KeyFuncs, OtherAllocator > &&OtherSet)
bool ConditionalRehash(int32 NumHashedElements, bool bAllowShrinking=false) const
FORCEINLINE const SetElementType & GetInternalElement(FSetElementId Id) const
TSet Difference(const TSet &OtherSet) const
KeyFuncs::ElementInitType ElementInitType
TSet(const TSet< ElementType, KeyFuncs, OtherAllocator > &Other)
FORCEINLINE FSetElementId & GetTypedHash(int32 HashIndex) const
FORCEINLINE void CompactStable()
Allocator::HashAllocator::template ForElementType< FSetElementId > HashType
void Append(TArray< ElementType, ArrayAllocator > &&InElements)
static FORCEINLINE FSetElementId IndexToId(int32 Index)
void Sort(const PREDICATE_CLASS &Predicate)
friend bool LegacyCompareEqual(const TSet &A, const TSet &B)
FORCEINLINE const ElementType * Find(KeyInitType Key) const
FORCEINLINE void Reserve(int32 Number)
TSet Union(const TSet &OtherSet) const
void Remove(FSetElementId ElementId)
static FORCEINLINE TEnableIf<!TContainerTraits< SetType >::MoveWillEmptyContainer >::Type MoveOrCopy(SetType &ToSet, SetType &FromSet)
TSetElement< InElementType > SetElementType
FORCEINLINE friend TRangedForIterator end(TSet &Set)
TArray< ElementType > Array() const
ElementArrayType Elements
FORCEINLINE TSet(const TArray< ElementType > &InArray)
FORCEINLINE TConstIterator CreateConstIterator() const
bool Includes(const TSet< ElementType, KeyFuncs, Allocator > &OtherSet) const
void Empty(int32 ExpectedNumElements=0)
FORCEINLINE bool Contains(KeyInitType Key) const
int32 Remove(KeyInitType Key)
FORCEINLINE void UpdateWeakReferenceInternal(TSharedRef< SharedRefType, Mode > const *InSharedRef, OtherType *InObject) const
TSharedRef< ObjectType, Mode > AsShared()
FORCEINLINE TSharedFromThis & operator=(TSharedFromThis const &)
static FORCEINLINE TSharedRef< OtherType const, Mode > SharedThis(const OtherType *ThisPtr)
static FORCEINLINE TSharedRef< OtherType, Mode > SharedThis(OtherType *ThisPtr)
TWeakPtr< ObjectType, Mode > WeakThis
TSharedFromThis(TSharedFromThis const &)
FORCEINLINE void UpdateWeakReferenceInternal(TSharedPtr< SharedPtrType, Mode > const *InSharedPtr, OtherType *InObject) const
TSharedRef< ObjectType const, Mode > AsShared() const
FORCEINLINE bool DoesSharedInstanceExist() const
FORCEINLINE const int32 GetSharedReferenceCount() const
FORCEINLINE ObjectType * operator->() const
FORCEINLINE TSharedPtr(OtherType *InObject, DeleterType &&InDeleter)
SharedPointerInternals::FSharedReferencer< Mode > SharedReferenceCount
FORCEINLINE FMakeReferenceTo< ObjectType >::Type operator*() const
FORCEINLINE TSharedPtr(OtherType *InObject)
FORCEINLINE TSharedPtr(SharedPointerInternals::FNullTag *=nullptr)
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr)
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr, SharedPointerInternals::FStaticCastTag)
FORCEINLINE TSharedPtr & operator=(SharedPointerInternals::FNullTag *)
FORCEINLINE const bool IsValid() const
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > &&OtherSharedPtr, ObjectType *InObject)
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &OtherSharedPtr, ObjectType *InObject)
friend uint32 GetTypeHash(const TSharedPtr< ObjectType, Mode > &InSharedPtr)
FORCEINLINE const bool IsUnique() const
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr, SharedPointerInternals::FConstCastTag)
FORCEINLINE TSharedPtr(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE TSharedPtr & operator=(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE TSharedPtr & operator=(TSharedPtr &&InSharedPtr)
FORCEINLINE TSharedPtr(TSharedPtr &&InSharedPtr)
FORCEINLINE TSharedRef< ObjectType, Mode > ToSharedRef() const
FORCEINLINE TSharedPtr(TSharedRef< OtherType, Mode > const &OtherSharedRef, ObjectType *InObject)
FORCEINLINE TSharedPtr(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE TSharedPtr(TSharedPtr const &InSharedPtr)
FORCEINLINE ObjectType * Get() const
FORCEINLINE TSharedPtr & operator=(TSharedPtr const &InSharedPtr)
FORCEINLINE TSharedPtr(TWeakPtr< OtherType, Mode > const &InWeakPtr)
FORCEINLINE TSharedRef & operator=(TSharedRef &&InSharedRef)
FORCEINLINE TSharedRef(TSharedPtr< OtherType, Mode > &&InSharedPtr)
FORCEINLINE ObjectType & Get() const
void Init(OtherType *InObject)
FORCEINLINE ObjectType * operator->() const
FORCEINLINE const bool IsValid() const
FORCEINLINE TSharedRef(TSharedRef &&InSharedRef)
FORCEINLINE TSharedRef & operator=(TSharedRef const &InSharedRef)
FORCEINLINE TSharedRef(OtherType *InObject, DeleterType &&InDeleter)
FORCEINLINE TSharedRef(TSharedPtr< OtherType, Mode > const &InSharedPtr)
FORCEINLINE const bool IsUnique() const
FORCEINLINE TSharedRef(TSharedRef const &InSharedRef)
FORCEINLINE ObjectType & operator*() const
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &InSharedRef, SharedPointerInternals::FConstCastTag)
FORCEINLINE TSharedRef(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE const int32 GetSharedReferenceCount() const
FORCEINLINE TSharedRef(OtherType *InObject)
SharedPointerInternals::FSharedReferencer< Mode > SharedReferenceCount
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &OtherSharedRef, ObjectType *InObject)
friend uint32 GetTypeHash(const TSharedRef< ObjectType, Mode > &InSharedRef)
FORCEINLINE TSharedRef & operator=(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &InSharedRef, SharedPointerInternals::FStaticCastTag)
FORCEINLINE TSharedRef(ObjectType *InObject, SharedPointerInternals::FReferenceControllerBase *InSharedReferenceCount)
TDereferenceWrapper< KeyType, PREDICATE_CLASS > Predicate
FORCEINLINE FKeyComparisonClass(const PREDICATE_CLASS &InPredicate)
FORCEINLINE bool operator()(const typename Super::ElementType &A, const typename Super::ElementType &B) const
FORCEINLINE FValueComparisonClass(const PREDICATE_CLASS &InPredicate)
TDereferenceWrapper< ValueType, PREDICATE_CLASS > Predicate
FORCEINLINE bool operator()(const typename Super::ElementType &A, const typename Super::ElementType &B) const
TSortableMapBase & operator=(TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TSortableMapBase & operator=(TSortableMapBase &&)=default
FORCEINLINE void ValueSort(const PREDICATE_CLASS &Predicate)
TSortableMapBase(TSortableMapBase &&)=default
TSortableMapBase(const TSortableMapBase &)=default
TSortableMapBase(TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TSortableMapBase()=default
TSortableMapBase & operator=(const TSortableMapBase &)=default
FORCEINLINE void KeySort(const PREDICATE_CLASS &Predicate)
TMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
TSortableMapBase & operator=(const TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
TSortableMapBase(const TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
FElementCompareClass(const PREDICATE_CLASS &InPredicate)
const PREDICATE_CLASS & Predicate
bool operator()(const FElementOrFreeListLink &A, const FElementOrFreeListLink &B) const
FORCEINLINE ItElementType & operator*() const
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE bool operator!() const
FORCEINLINE TBaseIterator & operator++()
FORCEINLINE int32 GetIndex() const
TChooseClass< bConst, constTSparseArray, TSparseArray >::Result ArrayType
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE const FRelativeBitReference & GetRelativeBitReference() const
TConstSetBitIterator< typename Allocator::BitArrayAllocator > BitArrayItType
FORCEINLINE ItElementType * operator->() const
FORCEINLINE operator bool() const
TBaseIterator(ArrayType &InArray, const BitArrayItType &InBitArrayIt)
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
BitArrayItType BitArrayIt
TConstIterator(const TSparseArray &InArray, const typename TBaseIterator< true >::BitArrayItType &InBitArrayIt)
TConstIterator(const TSparseArray &InArray)
FORCEINLINE const ElementType & operator*() const
TConstSubsetIterator(const TSparseArray &InArray, const TBitArray< SubsetAllocator > &InBitArray)
FORCEINLINE const ElementType * operator->() const
const TSparseArray & Array
FORCEINLINE operator bool() const
FORCEINLINE TConstSubsetIterator & operator++()
TConstDualSetBitIterator< typename Allocator::BitArrayAllocator, SubsetAllocator > BitArrayIt
FORCEINLINE const FRelativeBitReference & GetRelativeBitReference() const
FORCEINLINE bool operator!() const
FORCEINLINE int32 GetIndex() const
TIterator(TSparseArray &InArray, const typename TBaseIterator< false >::BitArrayItType &InBitArrayIt)
TIterator(TSparseArray &InArray)
friend FORCEINLINE bool operator!=(const TRangedForConstIterator &Lhs, const TRangedForConstIterator &Rhs)
TRangedForConstIterator(const TSparseArray &InArray, const typename TBaseIterator< true >::BitArrayItType &InBitArrayIt)
TRangedForIterator(TSparseArray &InArray, const typename TBaseIterator< false >::BitArrayItType &InBitArrayIt)
friend FORCEINLINE bool operator!=(const TRangedForIterator &Lhs, const TRangedForIterator &Rhs)
InBitArrayAllocator BitArrayAllocator
InElementAllocator ElementAllocator
void RemoveAt(int32 Index, int32 Count=1)
TSparseArrayElementOrFreeListLink< TAlignedBytes< sizeof(ElementType), alignof(ElementType)> > FElementOrFreeListLink
FSparseArrayAllocationInfo AllocateIndex(int32 Index)
AllocationBitArrayType AllocationFlags
TSparseArray(const TSparseArray &InCopy)
void RemoveAtUninitialized(int32 Index, int32 Count=1)
TIterator CreateIterator()
const FElementOrFreeListLink & GetData(int32 Index) const
uint32 GetAllocatedSize(void) const
TSparseArray & operator+=(const TArray< ElementType > &OtherArray)
ElementType & operator[](int32 Index)
TSparseArray & operator=(const TSparseArray &InCopy)
static FORCEINLINE TEnableIf<!TContainerTraits< SparseArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(SparseArrayType &ToArray, SparseArrayType &FromArray)
TSparseArray(TSparseArray &&InCopy)
TBitArray< typename Allocator::BitArrayAllocator > AllocationBitArrayType
friend bool operator!=(const TSparseArray &A, const TSparseArray &B)
FORCEINLINE void CheckAddress(const ElementType *Addr) const
int32 Add(typename TTypeTraits< ElementType >::ConstInitType Element)
const ElementType & operator[](int32 Index) const
static FORCEINLINE TEnableIf< TContainerTraits< SparseArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(SparseArrayType &ToArray, SparseArrayType &FromArray)
FORCEINLINE friend TRangedForConstIterator end(const TSparseArray &Array)
friend bool operator==(const TSparseArray &A, const TSparseArray &B)
void Reserve(int32 ExpectedNumElements)
FElementOrFreeListLink & GetData(int32 Index)
TSparseArray & operator+=(const TSparseArray &OtherArray)
TArray< FElementOrFreeListLink, typename Allocator::ElementAllocator > DataType
TConstIterator CreateConstIterator() const
TSparseArray & operator=(TSparseArray &&InCopy)
FORCEINLINE friend TRangedForConstIterator begin(const TSparseArray &Array)
FORCEINLINE friend TRangedForIterator end(TSparseArray &Array)
FSparseArrayAllocationInfo InsertUninitialized(int32 Index)
int32 GetMaxIndex() const
bool IsAllocated(int32 Index) const
void Empty(int32 ExpectedNumElements=0)
FORCEINLINE friend TRangedForIterator begin(TSparseArray &Array)
void Insert(int32 Index, typename TTypeTraits< ElementType >::ConstInitType Element)
FSparseArrayAllocationInfo AddUninitialized()
friend uint32 GetTypeHash(const TWeakPtr< ObjectType, Mode > &InWeakPtr)
FORCEINLINE TSharedPtr< ObjectType, Mode > Pin() const
FORCEINLINE const bool IsValid() const
SharedPointerInternals::FWeakReferencer< Mode > WeakReferenceCount
FORCEINLINE TWeakPtr & operator=(TWeakPtr< OtherType, Mode > const &InWeakPtr)
FORCEINLINE TWeakPtr(TWeakPtr< OtherType, Mode > const &InWeakPtr)
FORCEINLINE TWeakPtr(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE TWeakPtr & operator=(TWeakPtr< OtherType, Mode > &&InWeakPtr)
FORCEINLINE TWeakPtr & operator=(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE TWeakPtr(TWeakPtr< OtherType, Mode > &&InWeakPtr)
FORCEINLINE TWeakPtr & operator=(TWeakPtr &&InWeakPtr)
FORCEINLINE TWeakPtr(TWeakPtr &&InWeakPtr)
FORCEINLINE TWeakPtr & operator=(TSharedPtr< OtherType, Mode > const &InSharedPtr)
FORCEINLINE TWeakPtr(TWeakPtr const &InWeakPtr)
FORCEINLINE bool HasSameObject(const void *InOtherPtr) const
FORCEINLINE TWeakPtr(SharedPointerInternals::FNullTag *=nullptr)
FORCEINLINE TWeakPtr & operator=(TWeakPtr const &InWeakPtr)
FORCEINLINE TWeakPtr & operator=(SharedPointerInternals::FNullTag *)
FORCEINLINE TWeakPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr)
ArgList(ULongLong types, const internal::Value *values)
internal::Arg::Type type(unsigned index) const
friend class internal::ArgMap
internal::Arg operator[](unsigned index) const
static internal::Arg::Type type(uint64_t types, unsigned index)
ArgList(ULongLong types, const internal::Arg *args)
void report_unhandled_arg()
Result visit_custom(Arg::CustomValue)
Result visit(const Arg &arg)
Result visit_double(double value)
Result visit_uint(unsigned value)
Result visit_cstring(const char *)
Result visit_pointer(const void *)
Result visit_unhandled_arg()
Result visit_any_double(T)
Result visit_long_double(long double value)
Result visit_long_long(LongLong value)
Result visit_wstring(Arg::StringValue< wchar_t >)
Result visit_string(Arg::StringValue< char >)
Result visit_ulong_long(ULongLong value)
Result visit_int(int value)
Result visit_bool(bool value)
Result visit_char(int value)
BasicArrayWriter(Char *array, std::size_t size)
internal::FixedBuffer< Char > buffer_
BasicArrayWriter(Char(&array)[SIZE])
const Char * c_str() const
BasicCStringRef(const Char *s)
BasicStringRef(const Char *s)
friend bool operator!=(BasicStringRef lhs, BasicStringRef rhs)
friend bool operator<(BasicStringRef lhs, BasicStringRef rhs)
const Char * data() const
friend bool operator<=(BasicStringRef lhs, BasicStringRef rhs)
friend bool operator>(BasicStringRef lhs, BasicStringRef rhs)
std::basic_string< Char > to_string() const
friend bool operator>=(BasicStringRef lhs, BasicStringRef rhs)
BasicStringRef(const Char *s, std::size_t size)
friend bool operator==(BasicStringRef lhs, BasicStringRef rhs)
int compare(BasicStringRef other) const
static CharPtr fill_padding(CharPtr buffer, unsigned total_size, std::size_t content_size, wchar_t fill)
void write_decimal(Int value)
void append_float_length(Char *&, T)
void write_int(T value, Spec spec)
static Char * get(Char *p)
friend class BasicPrintfArgFormatter
BasicWriter(Buffer< Char > &b)
CharPtr prepare_int_buffer(unsigned num_digits, const Spec &spec, const char *prefix, unsigned prefix_size)
Char * write_unsigned_decimal(UInt value, unsigned prefix_size=0)
void append_float_length(Char *&format_ptr, long double)
void operator<<(typename internal::WCharHelper< const wchar_t *, Char >::Unsupported)
CharPtr grow_buffer(std::size_t n)
void write_str(const internal::Arg::StringValue< StrChar > &str, const Spec &spec)
const Char * data() const FMT_NOEXCEPT
std::basic_string< Char > str() const
void clear() FMT_NOEXCEPT
CharPtr write_str(const StrChar *s, std::size_t size, const AlignSpec &spec)
void write(BasicCStringRef< Char > format, ArgList args)
Buffer< Char > & buffer() FMT_NOEXCEPT
CharPtr prepare_int_buffer(unsigned num_digits, const EmptySpec &, const char *prefix, unsigned prefix_size)
void operator<<(typename internal::WCharHelper< wchar_t, Char >::Unsupported)
internal::CharTraits< Char >::CharPtr CharPtr
void write_double(T value, const Spec &spec)
const Char * c_str() const
void resize(std::size_t new_size)
void push_back(const T &value)
void clear() FMT_NOEXCEPT
void append(const U *begin, const U *end)
void reserve(std::size_t capacity)
virtual void grow(std::size_t size)=0
Buffer(T *ptr=FMT_NULL, std::size_t capacity=0)
T & operator[](std::size_t index)
std::size_t capacity() const
const T & operator[](std::size_t index) const
SystemError(int error_code, CStringRef message)
FMT_API ~SystemError() FMT_DTOR_NOEXCEPT FMT_OVERRIDE
FMT_API void init(int err_code, CStringRef format_str, ArgList args)
void init(const ArgList &args)
static Char cast(int value)
static char convert(char value)
static char convert(wchar_t)
static wchar_t convert(char value)
static wchar_t convert(wchar_t value)
MakeValue(unsigned long value)
MakeValue(typename WCharHelper< wchar_t, Char >::Unsupported)
MakeValue(typename WCharHelper< WStringRef, Char >::Unsupported)
static uint64_t type(long)
MakeValue(typename WCharHelper< const wchar_t *, Char >::Unsupported)
MakeValue(typename WCharHelper< wchar_t *, Char >::Unsupported)
void set_string(WStringRef str)
static uint64_t type(unsigned long)
void set_string(StringRef str)
MakeValue(const T *value)
static void format_custom_arg(void *formatter, const void *arg, void *format_str_ptr)
RuntimeError(const RuntimeError &rerr)
FMT_API ~RuntimeError() FMT_DTOR_NOEXCEPT FMT_OVERRIDE
ThousandsSep(fmt::StringRef sep)
void operator()(Char *&buffer)
void _set_formatter(spdlog::formatter_ptr msg_formatter) override
void format(details::log_msg &msg) override
std::unique_ptr< details::async_log_helper > _async_log_helper
pattern_formatter(const pattern_formatter &)=delete
void _sink_it(details::log_msg &msg) override
std::tm get_time(details::log_msg &msg)
pattern_formatter & operator=(const pattern_formatter &)=delete
void handle_flag(char flag)
const std::string _pattern
const pattern_time_type _pattern_time
virtual log_err_handler error_handler() override
std::vector< std::unique_ptr< details::flag_formatter > > _formatters
const std::chrono::seconds cache_refresh
log_clock::time_point _last_update
void format(details::log_msg &msg, const std::tm &tm_time) override
z_formatter & operator=(const z_formatter &)=delete
int get_cached_offset(const log_msg &msg, const std::tm &tm_time)
void format(details::log_msg &msg, const std::tm &) override
z_formatter(const z_formatter &)=delete
static void sleep_or_yield(const spdlog::log_clock::time_point &now, const log_clock::time_point &last_op_time)
void log(const details::log_msg &msg)
const std::function< void()> _worker_teardown_cb
void push_msg(async_msg &&new_msg)
void flush(bool wait_for_q)
void handle_flush_interval(log_clock::time_point &now, log_clock::time_point &last_flush)
async_log_helper(formatter_ptr formatter, const std::vector< sink_ptr > &sinks, size_t queue_size, const log_err_handler err_handler, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
const async_overflow_policy _overflow_policy
std::vector< std::shared_ptr< sinks::sink > > _sinks
bool _terminate_requested
std::thread _worker_thread
const std::function< void()> _worker_warmup_cb
bool process_next_msg(log_clock::time_point &last_pop, log_clock::time_point &last_flush)
const std::chrono::milliseconds _flush_interval_ms
log_err_handler _err_handler
void set_formatter(formatter_ptr)
void set_error_handler(spdlog::log_err_handler err_handler)
void reopen(bool truncate)
const filename_t & filename() const
file_helper(const file_helper &)=delete
void write(const log_msg &msg)
file_helper & operator=(const file_helper &)=delete
std::atomic< size_t > dequeue_pos_
char cacheline_pad_t[cacheline_size]
mpmc_bounded_queue(mpmc_bounded_queue const &)=delete
void operator=(mpmc_bounded_queue const &)=delete
std::atomic< size_t > enqueue_pos_
size_t const buffer_mask_
static size_t const cacheline_size
mpmc_bounded_queue(size_t buffer_size)
void set_async_mode(size_t q_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb)
std::function< void()> _worker_warmup_cb
std::function< void()> _worker_teardown_cb
void formatter(formatter_ptr f)
std::shared_ptr< async_logger > create_async(const std::string &logger_name, size_t queue_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb, const It &sinks_begin, const It &sinks_end)
void throw_if_exists(const std::string &logger_name)
void drop(const std::string &logger_name)
std::shared_ptr< logger > create(const std::string &logger_name, sink_ptr sink)
std::chrono::milliseconds _flush_interval_ms
void apply_all(std::function< void(std::shared_ptr< logger >)> fun)
std::shared_ptr< async_logger > create_async(const std::string &logger_name, size_t queue_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb, sinks_init_list sinks)
void register_logger(std::shared_ptr< logger > logger)
log_err_handler _err_handler
void set_error_handler(log_err_handler handler)
std::shared_ptr< logger > create(const std::string &logger_name, sinks_init_list sinks)
void set_pattern(const std::string &pattern)
registry_t< Mutex > & operator=(const registry_t< Mutex > &)=delete
void set_level(level::level_enum log_level)
std::shared_ptr< logger > get(const std::string &logger_name)
std::shared_ptr< logger > create(const std::string &logger_name, const It &sinks_begin, const It &sinks_end)
std::shared_ptr< async_logger > create_async(const std::string &logger_name, size_t queue_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb, sink_ptr sink)
async_overflow_policy _overflow_policy
static registry_t< Mutex > & instance()
const std::vector< sink_ptr > & sinks() const
std::atomic< time_t > _last_err_time
void log(level::level_enum lvl, const T &)
void log(level::level_enum lvl, const char *fmt, const Args &... args)
log_err_handler _err_handler
void debug(const char *fmt, const Arg1 &, const Args &... args)
void trace(const char *fmt, const Arg1 &, const Args &... args)
bool should_log(level::level_enum) const
void log(level::level_enum lvl, const char *msg)
void flush_on(level::level_enum log_level)
virtual log_err_handler error_handler()
spdlog::level_t _flush_level
void set_formatter(formatter_ptr)
void warn(const char *fmt, const Arg1 &, const Args &... args)
void info(const char *fmt, const Arg1 &, const Args &... args)
void error(const char *fmt, const Arg1 &, const Args &... args)
logger & operator=(const logger &)=delete
std::vector< sink_ptr > _sinks
logger(const logger &)=delete
std::atomic< size_t > _msg_counter
bool _should_flush_on(const details::log_msg &)
const std::string & name() const
virtual void _sink_it(details::log_msg &)
void critical(const char *fmt, const Arg1 &, const Args &... args)
virtual void _set_formatter(formatter_ptr)
void _incr_msg_counter(details::log_msg &msg)
void set_level(level::level_enum)
daily_file_sink(const filename_t &base_filename, int rotation_hour, int rotation_minute)
details::file_helper _file_helper
void _sink_it(const details::log_msg &msg) override
void set_force_flush(bool force_flush)
static std::shared_ptr< MyType > instance()
simple_file_sink(const filename_t &filename, bool truncate=false)
std::chrono::system_clock::time_point _next_rotation_tp()
std::chrono::system_clock::time_point _rotation_tp
rotating_file_sink(const filename_t &base_filename, std::size_t max_size, std::size_t max_files)
std::size_t _current_size
static filename_t calc_filename(const filename_t &filename, std::size_t index)
filename_t _base_filename
virtual ~base_sink()=default
base_sink & operator=(const base_sink &)=delete
void log(const details::log_msg &msg) SPDLOG_FINAL override
void flush() SPDLOG_FINAL override
virtual void _sink_it(const details::log_msg &msg)=0
base_sink(const base_sink &)=delete
void set_level(level::level_enum log_level)
bool should_log(level::level_enum msg_level) const
virtual void log(const details::log_msg &msg)=0
const char * what() const SPDLOG_NOEXCEPT override
#define SPDLOG_LEVEL_NAMES
FORCEINLINE void Sort(RangeType &Range)
FORCEINLINE void Reverse(T *Array, int32 ArraySize)
FORCEINLINE int32 LowerBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE int32 LowerBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE void SortBy(RangeType &Range, ProjectionType Proj)
FORCEINLINE int32 UpperBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE int32 UpperBound(RangeType &Range, const ValueType &Value)
FORCEINLINE void Reverse(ContainerType &Container)
FORCEINLINE void Sort(RangeType &Range, PredicateType Pred)
FORCEINLINE void IntroSort(RangeType &Range)
FORCEINLINE int32 BinarySearchBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE void Reverse(T(&Array)[ArraySize])
FORCEINLINE void IntroSortBy(RangeType &Range, ProjectionType Projection, PredicateType Predicate)
FORCEINLINE void IntroSort(RangeType &Range, PredicateType Predicate)
FORCEINLINE int32 BinarySearchBy(RangeType &Range, const ValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE int32 UpperBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE void IntroSortBy(RangeType &Range, ProjectionType Projection)
FORCEINLINE int32 BinarySearch(RangeType &Range, const ValueType &Value, SortPredicateType SortPredicate)
FORCEINLINE int32 BinarySearch(RangeType &Range, const ValueType &Value)
FORCEINLINE int32 UpperBound(RangeType &Range, const ValueType &Value, SortPredicateType SortPredicate)
FORCEINLINE void SortBy(RangeType &Range, ProjectionType Proj, PredicateType Pred)
FORCEINLINE int32 LowerBound(RangeType &Range, const ValueType &Value, SortPredicateType SortPredicate)
FORCEINLINE int32 LowerBound(RangeType &Range, const ValueType &Value)
FORCEINLINE bool HeapIsLeaf(int32 Index, int32 Count)
FORCEINLINE int32 HeapGetParentIndex(int32 Index)
void IntroSortInternal(T *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
FORCEINLINE int32 HeapGetLeftChildIndex(int32 Index)
FORCEINLINE void Reverse(T *Array, int32 ArraySize)
FORCEINLINE int32 HeapSiftUp(RangeValueType *Heap, int32 RootIndex, int32 NodeIndex, const ProjectionType &Projection, const PredicateType &Predicate)
FORCEINLINE void HeapSiftDown(RangeValueType *Heap, int32 Index, const int32 Count, const ProjectionType &Projection, const PredicateType &Predicate)
FORCEINLINE void HeapifyInternal(RangeValueType *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
FORCEINLINE SIZE_T UpperBoundInternal(RangeValueType *First, const SIZE_T Num, const PredicateValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE SIZE_T LowerBoundInternal(RangeValueType *First, const SIZE_T Num, const PredicateValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
void HeapSortInternal(RangeValueType *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
IApiUtils & GetApiUtils()
@ SetAggressionPassiveFlee
@ SetAggressionAggressive
@ SetAggressionAttackTarget
@ CONSTRUCTION_MERCANTILISM
@ ARCHERY_THROWING_WEAPONS
@ SearchingUnOfficialPCServer
@ SearchingOfficialLegacy
@ CraftingSpeedMultiplier
@ PLAYERS_AND_TAMED_DINOS
@ SPATIALNETWORKEDACTORS_DORMANT
@ PendingNetGameCreateFailure
@ GENERAL_STRUCTUREDEMOLISH
@ GENERAL_STRUCTUREATTACHMENT
@ GENERAL_BUILDSTRUCTUREINRANGE
void FromString(float &OutValue, const TCHAR *Buffer)
void FromString(int8 &OutValue, const TCHAR *Buffer)
void FromString(uint8 &OutValue, const TCHAR *Buffer)
void FromString(uint32 &OutValue, const TCHAR *Buffer)
TEnableIf< TIsCharType< CharType >::Value, FString >::Type ToString(const CharType *Ptr)
void FromString(int32 &OutValue, const TCHAR *Buffer)
void FromString(uint64 &OutValue, const TCHAR *Buffer)
FString ToSanitizedString(const T &Value)
void FromString(FString &OutValue, const TCHAR *Buffer)
void FromString(double &OutValue, const TCHAR *Buffer)
void FromString(uint16 &OutValue, const TCHAR *Buffer)
static TEnableIf< TIsArithmetic< T >::Value, bool >::Type TryParseString(T &OutValue, const TCHAR *Buffer)
void FromString(int16 &OutValue, const TCHAR *Buffer)
FString ToString(bool Value)
FORCEINLINE FString ToString(FString &&Str)
FORCEINLINE FString ToString(const FString &Str)
void FromString(int64 &OutValue, const TCHAR *Buffer)
TIntrusiveReferenceController< ObjectType > * NewIntrusiveReferenceController(ArgTypes &&... Args)
FORCEINLINE void EnableSharedFromThis(TSharedRef< SharedRefType, Mode > *InSharedRef, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FORCEINLINE void EnableSharedFromThis(TSharedPtr< SharedPtrType, Mode > const *InSharedPtr, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FORCEINLINE void EnableSharedFromThis(TSharedPtr< SharedPtrType, Mode > *InSharedPtr, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FReferenceControllerBase * NewCustomReferenceController(ObjectType *Object, DeleterType &&Deleter)
FORCEINLINE void EnableSharedFromThis(TSharedRef< SharedRefType, Mode > const *InSharedRef, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FORCEINLINE void EnableSharedFromThis(...)
FReferenceControllerBase * NewDefaultReferenceController(ObjectType *Object)
TAlignedBytes< 16, 16 > AlignedInlineFunctionType
TInlineAllocator< 2 > FunctionAllocatorType
FNotSpecified GetTypeHash(const T &)
FORCEINLINE auto DereferenceIfNecessary(CallableType &&Callable) -> typename TEnableIf< TPointerIsConvertibleFromTo< typename TDecay< CallableType >::Type, typename TDecay< BaseType >::Type >::Value, decltype((CallableType &&) Callable)>::Type
FORCEINLINE TSharedRef< ObjectType, Mode > MakeSharedRef(ObjectType *InObject, SharedPointerInternals::FReferenceControllerBase *InSharedReferenceCount)
bool MatchesWildcardRecursive(const TCHAR *Target, int32 TargetLength, const TCHAR *Wildcard, int32 WildcardLength)
unsigned parse_nonnegative_int(const Char *&s)
T * make_ptr(T *ptr, std::size_t)
bool is_name_start(Char c)
Yes & convert(fmt::ULongLong)
bool is_negative(T value)
fmt::StringRef thousands_sep(...)
void require_numeric_argument(const Arg &arg, char spec)
MakeUnsigned< Int >::Type to_unsigned(Int value)
void format_decimal(Char *buffer, UInt value, unsigned num_digits)
void check_sign(const Char *&s, const Arg &arg)
StringRef thousands_sep(LConv *lc, LConvCheck< char *LConv::*, &LConv::thousands_sep >=0)
uint64_t make_type(const T &arg)
void format_arg(Formatter &,...)
void format_decimal(Char *buffer, UInt value, unsigned num_digits, ThousandsSep thousands_sep)
ArgJoin< wchar_t, It > join(It first, It last, const BasicCStringRef< wchar_t > &sep)
void format_decimal(char *&buffer, T value)
FMT_API void print(CStringRef format_str, ArgList args)
FMT_API void print_colored(Color c, CStringRef format, ArgList args)
ArgJoin< char, It > join(It first, It last, const BasicCStringRef< char > &sep)
IntFormatSpec< int, TypeSpec< 'o'> > oct(int value)
BasicWriter< char > Writer
StrFormatSpec< wchar_t > pad(const wchar_t *str, unsigned width, char fill=' ')
BasicArrayWriter< wchar_t > WArrayWriter
std::string format(CStringRef format_str, ArgList args)
BasicArrayWriter< char > ArrayWriter
IntFormatSpec< int, TypeSpec< 'b'> > bin(int value)
BasicMemoryWriter< wchar_t > WMemoryWriter
IntFormatSpec< int, TypeSpec< 'x'> > hex(int value)
BasicStringRef< wchar_t > WStringRef
BasicMemoryWriter< char > MemoryWriter
void arg(WStringRef, const internal::NamedArg< Char > &) FMT_DELETED_OR_UNDEFINED
FMT_API void report_system_error(int error_code, StringRef message) FMT_NOEXCEPT
void format_arg(fmt::BasicFormatter< Char, ArgFormatter > &f, const Char *&format_str, const ArgJoin< Char, It > &e)
std::wstring format(WCStringRef format_str, ArgList args)
FMT_API void print(std::FILE *f, CStringRef format_str, ArgList args)
internal::NamedArgWithType< char, T > arg(StringRef name, const T &arg)
IntFormatSpec< int, AlignTypeSpec< TYPE_CODE >, Char > pad(int value, unsigned width, Char fill=' ')
FMT_API void format_system_error(fmt::Writer &out, int error_code, fmt::StringRef message) FMT_NOEXCEPT
void arg(StringRef, const internal::NamedArg< Char > &) FMT_DELETED_OR_UNDEFINED
internal::NamedArgWithType< wchar_t, T > arg(WStringRef name, const T &arg)
IntFormatSpec< int, TypeSpec< 'X'> > hexu(int value)
BasicStringRef< char > StringRef
StrFormatSpec< Char > pad(const Char *str, unsigned width, Char fill=' ')
BasicCStringRef< wchar_t > WCStringRef
FMT_GCC_EXTENSION typedef long long LongLong
BasicCStringRef< char > CStringRef
FMT_GCC_EXTENSION typedef unsigned long long ULongLong
BasicWriter< wchar_t > WWriter
bool operator!=(const std::tm &tm1, const std::tm &tm2)
std::string errno_to_string(char[256], char *res)
bool in_terminal(FILE *file)
std::string errno_to_string(char buf[256], int res)
void prevent_child_fd(FILE *f)
int utc_minutes_offset(const std::tm &tm=details::os::localtime())
std::tm gmtime(const std::time_t &time_tt)
static SPDLOG_CONSTEXPR int eol_size
std::tm localtime(const std::time_t &time_tt)
spdlog::log_clock::time_point now()
std::string errno_str(int err_num)
static SPDLOG_CONSTEXPR const char * eol
bool operator==(const std::tm &tm1, const std::tm &tm2)
registry_t< std::mutex > registry
static fmt::MemoryWriter & pad_n_join(fmt::MemoryWriter &w, int v1, int v2, int v3, char sep)
static const char * ampm(const tm &t)
static int to12h(const tm &t)
static fmt::MemoryWriter & pad_n_join(fmt::MemoryWriter &w, int v1, int v2, char sep)
const char * to_short_str(spdlog::level::level_enum l)
const char * to_str(spdlog::level::level_enum l)
static const char * short_level_names[]
stderr_sink< details::null_mutex > stderr_sink_st
rotating_file_sink< std::mutex > rotating_file_sink_mt
daily_file_sink< std::mutex > daily_file_sink_mt
stderr_sink< std::mutex > stderr_sink_mt
wincolor_stderr_sink< std::mutex > wincolor_stderr_sink_mt
simple_file_sink< std::mutex > simple_file_sink_mt
simple_file_sink< details::null_mutex > simple_file_sink_st
wincolor_stdout_sink< details::null_mutex > wincolor_stdout_sink_st
stdout_sink< std::mutex > stdout_sink_mt
rotating_file_sink< details::null_mutex > rotating_file_sink_st
wincolor_stderr_sink< details::null_mutex > wincolor_stderr_sink_st
stdout_sink< details::null_mutex > stdout_sink_st
daily_file_sink< details::null_mutex > daily_file_sink_st
wincolor_stdout_sink< std::mutex > wincolor_stdout_sink_mt
void set_formatter(formatter_ptr f)
std::shared_ptr< logger > stdout_logger_st(const std::string &logger_name)
std::shared_ptr< logger > create_async(const std::string &logger_name, const sink_ptr &sink, size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
void register_logger(std::shared_ptr< logger > logger)
std::shared_ptr< logger > rotating_logger_st(const std::string &logger_name, const filename_t &filename, size_t max_file_size, size_t max_files)
std::shared_ptr< logger > rotating_logger_mt(const std::string &logger_name, const filename_t &filename, size_t max_file_size, size_t max_files)
void set_error_handler(log_err_handler)
std::shared_ptr< logger > create_async(const std::string &logger_name, sinks_init_list sinks, size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
std::shared_ptr< logger > stdout_color_mt(const std::string &logger_name)
std::shared_ptr< logger > get(const std::string &name)
std::shared_ptr< logger > create(const std::string &logger_name, sinks_init_list sinks)
std::shared_ptr< logger > create_async(const std::string &logger_name, const It &sinks_begin, const It &sinks_end, size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
void apply_all(std::function< void(std::shared_ptr< logger >)> fun)
std::shared_ptr< logger > create(const std::string &logger_name, const It &sinks_begin, const It &sinks_end)
std::shared_ptr< logger > daily_logger_mt(const std::string &logger_name, const filename_t &filename, int hour=0, int minute=0)
std::shared_ptr< logger > stdout_logger_mt(const std::string &logger_name)
std::shared_ptr< logger > stdout_color_st(const std::string &logger_name)
std::shared_ptr< logger > daily_logger_st(const std::string &logger_name, const filename_t &filename, int hour=0, int minute=0)
std::shared_ptr< logger > stderr_color_st(const std::string &logger_name)
std::shared_ptr< logger > basic_logger_mt(const std::string &logger_name, const filename_t &filename, bool truncate=false)
void set_level(level::level_enum log_level)
void set_async_mode(size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
std::shared_ptr< logger > stderr_logger_mt(const std::string &logger_name)
std::shared_ptr< spdlog::logger > create(const std::string &logger_name, Args...)
std::shared_ptr< logger > create(const std::string &logger_name, const sink_ptr &sink)
std::shared_ptr< logger > stderr_logger_st(const std::string &logger_name)
void set_pattern(const std::string &format_string)
std::shared_ptr< logger > stderr_color_mt(const std::string &logger_name)
void drop(const std::string &name)
std::shared_ptr< logger > basic_logger_st(const std::string &logger_name, const filename_t &filename, bool truncate=false)
#define SPDLOG_FILENAME_T(s)
BitFieldValue< bool, unsigned __int32 > bLOSflag()
TWeakObjectPtr< AActor > & CurrentGoalField()
BitFieldValue< bool, unsigned __int32 > bAllowStrafe()
void AbortMove(FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
int & MoveSegmentStartIndexField()
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
void PostInitializeComponents()
FVector * GetMoveFocus(FVector *result)
float & ReachedDestinationThresholdOffsetField()
void UpdateControlRotation(float DeltaTime, bool bUpdatePawn)
void K2_SetFocalPoint(FVector FP, bool bOffsetFromBase)
void Tick(float DeltaTime)
void SetFocus(AActor *NewFocus, char InPriority)
UObject * GetUObjectInterfaceAIPerceptionListenerInterface()
bool HasReachedCurrentTarget(FVector *CurrentLocation)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void SetFocalPoint(FVector FP, bool bOffsetFromBase, char InPriority)
bool HasReached(FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
FVector & TargetFocalPositionOffsetField()
void OnPathFinished(EPathFollowingResult::Type Result)
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand()
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks()
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
bool HasReachedInternal(FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
float & MovementGoalHeightField()
bool HasReachedDestination(FVector *CurrentLocation)
float & CurrentAcceptanceRadiusField()
int & MoveSegmentEndIndexField()
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal()
void Possess(APawn *InPawn)
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState()
EPathFollowingRequestResult::Type MoveToActor(AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap()
void SetMoveSegment(int SegmentStartIndex)
FVector & MoveTowardTargetOffsetField()
static void StaticRegisterNativesAAIController()
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius()
EPathFollowingRequestResult::Type MoveToLocation(FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
unsigned int & RequestMoveIDField()
FVector & MoveSegmentDirectionField()
FVector * GetFocalPoint(FVector *result)
void FollowPathSegment(float DeltaTime)
void ClearFocus(char InPriority)
FVector * GetImmediateMoveDestination(FVector *result)
BitFieldValue< bool, unsigned __int32 > bDebugPathing()
void PostRegisterAllComponents()
bool HasReached(AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
void OnPossess(APawn *PossessedPawn)
void K2_SetFocus(AActor *NewFocus)
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled()
void AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
UActorComponent * AddComponent(FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void RouteEndPlay(EEndPlayReason::Type EndPlayReason)
void ProcessEvent(UFunction *Function, void *Parameters)
void NetAttachRootComponentTo(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
FBox * GetComponentsBoundingBox(FBox *result, bool bNonColliding)
void SetNetworkSpatializationParent(AActor *NewParent)
long double & LastRenderTimeIgnoreShadowField()
void PropertyServerToClientsUnreliable_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
float & NetworkRangeMultiplierField()
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator()
bool IsRelevancyOwnerFor(AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
void EndPlay(EEndPlayReason::Type EndPlayReason)
static void StaticRegisterNativesAActor()
bool AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
void InvalidateLightingCacheDetailed(bool bTranslationOnly)
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer()
void PostNetReceiveLocationAndRotation()
void SetAutonomousProxy(bool bInAutonomousProxy)
void ReceiveInput(FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries()
float BPOverrideServerMultiUseAcceptRange_Implementation()
long double GetLastRenderTime(bool ignoreShadow)
float GetVerticalDistanceTo(AActor *OtherActor)
void DestroyMeNextFrame()
void Multi_DrawDebugDirectionalArrow_Implementation(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void Multi_DrawDebugSphere_Implementation(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void ReceiveActorOnInputTouchBegin(ETouchIndex::Type FingerIndex)
BitFieldValue< bool, unsigned __int32 > bReplicateMovement()
FString * GetHumanReadableName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap()
void GetComponents(TArray< UActorComponent * > *OutComponents)
void OutsideWorldBounds()
void BPInventoryItemDropped(UObject *InventoryItemObject)
void AddTickPrerequisiteActor(AActor *PrerequisiteActor)
void PrepareClientMapActorForSeamlessTravel()
float & CustomTimeDilationField()
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy()
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication()
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue()
void AddActorLocalTransform(FTransform *NewTransform, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget()
BitFieldValue< bool, unsigned __int32 > bNetTemporary()
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs()
bool IsValidLockOnTarget(APawn *AttackerPawn)
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision()
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript()
BitFieldValue< bool, unsigned __int32 > bEverSetTimer()
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability()
void NetAttachRootComponentTo_Implementation(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
TArray< FName > & LayersField()
bool IsPendingKillPending()
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished()
void Multi_DrawDebugCoordinateSystem_Implementation(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam()
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication()
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
TEnumAsByte< enum ENetRole > & RoleField()
BitFieldValue< bool, unsigned __int32 > bPreventShovel()
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel()
void AddControllingMatineeActor(AMatineeActor *InMatineeActor)
void PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
void Tick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality()
void BPAttachedRootComponent()
void UserConstructionScript()
void NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer()
void Net_DrawDebugDirectionalArrow(FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void RemoveOwnedComponent(UActorComponent *Component)
TArray< AActor * > NetworkSpatializationChildrenField()
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate()
UNetConnection * GetNetConnection()
bool AllowManualMultiUseActivation(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed()
float GetNetStasisAndRangeMultiplier(bool bIsForNetworking)
int & DefaultUnstasisedOctreeFlagsField()
long double & LastRenderTimeField()
bool IsBasedOnActor(AActor *Other)
void RerunConstructionScripts()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void ClearCrossLevelReferences()
void SetActorEnableCollision(bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
TArray< UActorComponent * > SerializedComponentsField()
void DetachRootComponentFromParent(bool bMaintainWorldPosition)
TArray< UActorComponent * > * GetComponentsByClass(TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse()
USceneComponent * K2_GetRootComponent()
void ForceReplicateNowWithChannel()
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy()
void ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort()
bool IsOwnedOrControlledBy(AActor *TestOwner)
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent()
void BPClientDoMultiUse(APlayerController *ForPC, int ClientUseIndex)
FVector * GetTargetPathfindingLocation(FVector *result)
unsigned int & AnimUpdateRateFrameCountField()
void InventoryItemUsed(UObject *InventoryItemObject)
void DestroyChildActors()
void PostActorConstruction()
void SetActorRelativeTransform(FTransform *NewRelativeTransform, bool bSweep)
AController * GetInstigatorController()
void ReceiveActorEndOverlap(AActor *OtherActor)
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
BitFieldValue< bool, unsigned __int32 > bExchangedRoles()
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField()
void DestroyInput(APlayerController *PlayerController)
void AddActorLocalRotation(FRotator DeltaRotation, bool bSweep)
long double & NetUpdateTimeField()
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField()
void Multi_DrawDebugSphere(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
float GetActorTimeDilation()
void ResetPropertiesForConstruction()
__int64 & LastActorUnstasisedCycleField()
void NetSpawnedActor(AActor *SpawnedActor)
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning()
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing()
void AddActorWorldOffset(FVector DeltaLocation, bool bSweep)
void OnRep_ReplicatedMovement()
void RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)
bool BPTryMultiUse(APlayerController *ForPC, int UseIndex)
bool BPForceAllowsInventoryUse(UObject *InventoryItemObject)
FString * BPOverrideMultiUseCenterText(FString *result, APlayerController *ForPC)
void K2_AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
void PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
FVector * GetInputVectorAxisValue(FVector *result, FKey InputAxisKey)
unsigned __int64 & LastFrameUnStasisField()
bool BPConsumeSetPinCode(APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
float GetInputAxisKeyValue(FKey InputAxisKey)
static void MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
void GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
TEnumAsByte< enum ENetDormancy > & NetDormancyField()
long double & LastActorForceReplicationTimeField()
float TakeDamage(float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
UPrimitiveComponent * GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)
TArray< AMatineeActor * > ControllingMatineeActorsField()
long double & OriginalCreationTimeField()
BitFieldValue< bool, unsigned __int32 > bNetCritical()
void AddOwnedComponent(UActorComponent *Component)
char & RandomStartByteField()
int & LastFrameForceNetUpdateField()
FVector * GetActorScale3D(FVector *result)
void SetActorScale3D(FVector *NewScale3D)
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis()
float & NetworkAndStasisRangeMultiplierField()
void OnRep_AttachmentReplication()
long double & LastReplicatedMovementField()
void ClientSeamlessTravelled()
void UnregisterAllComponents(bool bDetachFromOtherParent)
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
float GetInputAxisValue(FName InputAxisName)
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD()
FString * GetEditTextString(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
bool Modify(bool bAlwaysMarkDirty)
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse()
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis()
BitFieldValue< bool, unsigned __int32 > bNetMulticasting()
AActor * NetworkSpatializationParentField()
void K2_OnEndViewTarget(APlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent()
void NetActorSpawnActor(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
BitFieldValue< bool, unsigned __int32 > bBlockInput()
void InitializedSeamlessGridInfo()
void PropertyServerToClientsUnreliable(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
long double & LastNetUpdateTimeField()
void InventoryItemDropped(UObject *InventoryItemObject)
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant()
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization()
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure()
AActor * GetAttachParentActor()
void K2_DestroyComponent(UActorComponent *Component)
void PropertyServerToClients_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
void OnSubobjectCreatedFromReplication(UObject *NewSubobject)
void ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
long double & LastExitStasisTimeField()
float & NetCullDistanceSquaredDormantField()
bool IsMarkedForSeamlessTravel()
void InitializeComponents()
BitFieldValue< bool, unsigned __int32 > bTearOff()
volatile int & LastUnstasisFrameCounterField()
bool ForceAllowsInventoryUse(UObject *InventoryItemObject)
bool SetActorLocation(FVector *NewLocation, bool bSweep)
void ReceivePointDamage(float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
void CopyRemoteRoleFrom(AActor *CopyFromActor)
float BPOverrideServerMultiUseAcceptRange()
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting()
int & LastFrameCalculcatedNetworkRangeMultiplierField()
bool AlwaysReplicatePropertyConditional(UProperty *forProperty)
void SnapRootComponentTo(AActor *InParentActor, FName InSocketName)
bool IsRootComponentStationary()
void ReceiveActorBeginOverlap(AActor *OtherActor)
void ReceiveActorOnInputTouchEnter(ETouchIndex::Type FingerIndex)
void MulticastPropertyToPlayer(FName PropertyName, APlayerController *PC, bool bUnreliable)
long double & UnstasisLastInRangeTimeField()
long double & LastEnterStasisTimeField()
float OffsetHUDFromCenterScreenY(AHUD *ForHUD)
BitFieldValue< bool, unsigned __int32 > bReplicateHidden()
void ReceiveActorOnInputTouchLeave(ETouchIndex::Type FingerIndex)
long double & LastPreReplicationTimeField()
void Multi_DrawDebugLine(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
void PostInitializeComponents()
void ActorPlaySound(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
void GetAttachedActors(TArray< AActor * > *OutActors)
bool IsNameStableForNetworking()
UActorComponent * GetComponentByCustomTag(FName TheTag)
UActorComponent * GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
APawn * InstigatorField()
float GetDistanceTo(AActor *OtherActor)
unsigned __int64 & HiddenEditorViewsField()
int & NetworkDormantChildrenOpIdxField()
void SetActorRelativeScale3D(FVector NewRelativeScale)
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor()
void DetachSceneComponentsFromParent(USceneComponent *InParentComponent, bool bMaintainWorldPosition)
APlayerController * GetOwnerController()
void ReceiveAnyDamage(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
void ReceiveActorOnClicked()
bool IsReadyForFinishDestroy()
void GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)
AWorldSettings * GetWorldSettings()
void SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo()
void RegisterAllComponents()
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
bool SetActorLocationAndRotation(FVector *NewLocation, FRotator NewRotation, bool bSweep)
char & StasisSetIndexField()
bool IsInOrOwnedBy(UObject *SomeOuter)
void AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
bool BPIsA(TSubclassOf< AActor > anActorClass)
void ModifyHudMultiUseLoc(FVector2D *theVec, APlayerController *PC, int index)
float & NetUpdateFrequencyField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText()
BitFieldValue< bool, unsigned __int32 > bPendingKillPending()
FVector * GetActorRightVector(FVector *result)
float & ReplicationIntervalMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel()
void DisableInput(APlayerController *PlayerController)
FString * GetAimedTutorialHintString_Implementation(FString *result)
FRotator * K2_GetActorRotation(FRotator *result)
void FinishAndRegisterComponent(UActorComponent *Component)
FVector & DefaultActorLocationField()
void MulticastProperty(FName PropertyName, bool bUnreliable)
BitFieldValue< bool, unsigned __int32 > bDoNotCook()
void Net_DrawDebugBox(FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate()
int & ForceImmediateReplicationFrameField()
void DrawBasicFloatingHUD(AHUD *ForHUD)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
void SetTickableWhenPaused(bool bTickableWhenPaused)
void ReceiveActorEndCursorOver()
TArray< FName > & TagsField()
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel()
void PlaySoundAtLocation(USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
void K2_AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
bool Destroy(bool bNetForce, bool bShouldModifyLevel)
void ClientIsAboutToSeamlessTravel()
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage()
bool SetActorRotation(FQuat *NewRotation)
bool K2_SetActorLocation(FVector NewLocation, bool bSweep)
void SetActorTickEnabled(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bActorInitialized()
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
void BecomeViewTarget(APlayerController *PC)
FVector * GetActorRelativeScale3D(FVector *result)
TWeakObjectPtr< AActor > & ParentComponentActorField()
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy()
void ReceiveActorOnInputTouchEnd(ETouchIndex::Type FingerIndex)
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField()
FName * GetAttachParentSocketName(FName *result)
void EndViewTarget(APlayerController *PC)
TEnumAsByte< enum ENetRole > & RemoteRoleField()
void PostNetReceivePhysicState()
bool GetActorEnableCollision()
unsigned int & UniqueActorIdField()
float OffsetHUDFromBottomScreenY(AHUD *ForHUD)
void AddActorLocalOffset(FVector DeltaLocation, bool bSweep)
bool & bShouldSendPartialBunchesOverThresholdAsReliableField()
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction()
void BPChangedActorTeam()
TArray< UActorComponent * > * GetComponentsByCustomTag(TArray< UActorComponent * > *result, FName TheTag)
UPrimitiveComponent * GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)
void DestroyConstructedComponents()
FVector * GetTargetingLocation(FVector *result)
void SetActorHiddenInGame(bool bNewHidden)
long double & CreationTimeField()
int & TargetingTeamField()
bool CheckDefaultSubobjectsInternal()
void ReceiveRadialDamage(float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
FVector * GetInterpolatedVelocity(FVector *result)
void SetReplicates(bool bInReplicates)
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner()
TArray< AActor * > NetworkSpatializationChildrenDormantField()
void BPClientIsAboutToSeamlessTravel()
UPlayer * GetNetOwningPlayer()
FVector * GetActorUpVector(FVector *result)
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel()
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility()
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp()
void ReregisterAllComponents()
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties()
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant()
BitFieldValue< bool, unsigned __int32 > bReplicates()
FName & NetDriverNameField()
float InternalTakeRadialDamage(float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
float & ClientReplicationSendNowThresholdField()
void K2_OnBecomeViewTarget(APlayerController *PC)
void Net_DrawDebugSphere(FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow()
void RecieveMatineeUpdated()
void ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
bool ActorHasTag(FName Tag)
void DrawActorFloatingHUD(AHUD *ForHUD)
void OnSubobjectDestroyFromReplication(UObject *NewSubobject)
bool SetActorRotation(FRotator NewRotation)
void ResetSpatialComponent()
bool IsLevelBoundsRelevant()
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents()
void BPInventoryItemUsed(UObject *InventoryItemObject)
bool SetRootComponent(USceneComponent *NewRootComponent)
void SetOwner(AActor *NewOwner)
void PreInitializeComponents()
void PropertyServerToClients(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
float & NetPriorityField()
TArray< AActor * > ChildrenField()
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment()
void ReceiveActorOnReleased()
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
void BPPostLoadedFromSeamlessTravel()
BitFieldValue< bool, unsigned __int32 > bPreventSaving()
void Net_DrawDebugCapsule(FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick()
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication()
FString * GetAimedTutorialHintString(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped()
float & OverrideStasisComponentRadiusField()
void Net_DrawDebugCoordinateSystem(FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
void DisableComponentsSimulatePhysics()
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState()
void GetActorBounds(bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
BitFieldValue< bool, unsigned __int32 > bClimbable()
void NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance()
bool IsRootComponentMovable()
void RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims()
void EnableInput(APlayerController *PlayerController)
BitFieldValue< bool, unsigned __int32 > bAutoStasis()
TArray< UActorComponent * > OwnedComponentsField()
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId()
void FinalSeamlessTravelled()
FString * GetDescriptiveName(FString *result)
bool K2_TeleportTo(FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling()
void Net_DrawDebugLine(FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
BitFieldValue< bool, unsigned __int32 > bIsMapActor()
bool IsAttachedTo(AActor *Other)
void UpdateOverlaps(bool bDoNotifies)
void SetTickFunctionEnabled(bool bEnableTick)
void NetDetachRootComponentFromAny_Implementation()
void SendExecCommand(FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
void ExchangeNetRoles(bool bRemoteOwned)
void UnmarkAbortedForSeamlessTravel()
FTransform * GetTransform(FTransform *result)
BitFieldValue< bool, unsigned __int32 > bNetStartup()
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck()
void GetSubobjectsWithStableNamesForNetworking(TArray< UObject * > *ObjList)
void SetNetUpdateTime(long double NewUpdateTime)
void Multi_DrawDebugDirectionalArrow(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void BPPostInitializeComponents()
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
unsigned int & AnimUpdateRateShiftTagField()
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised()
void MakeNoise(float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
UPrimitiveComponent * StasisCheckComponentField()
void ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
ECollisionResponse GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing()
FString * GetEditTextString_Implementation(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
void DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
void ClearNetworkSpatializationParent()
FBox * GetComponentsBoundingBoxForLevelBounds(FBox *result)
bool IsInPersistentLevel(bool bIncludeLevelStreamingPersistent)
void ReceiveActorBeginCursorOver()
float GetDotProductTo(AActor *OtherActor)
bool BPIsMarkedForSeamlessTravel()
int & DefaultStasisComponentOctreeFlagsField()
void ActorPlaySoundUnreliable(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
float & InitialLifeSpanField()
void FinishSpawning(FTransform *Transform, bool bIsDefaultTransform)
void RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds()
BitFieldValue< bool, unsigned __int32 > bHibernateChange()
bool IsRootComponentCollisionRegistered()
void PostInitProperties()
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate()
bool BPConsumeUsePinCode(AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient()
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent()
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay()
void MarkComponentsAsPendingKill()
void RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
void ReceiveTick(float DeltaSeconds)
void MarkComponentsRenderStateDirty()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent()
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick()
void ChangeActorTeam(int NewTeam)
void FellOutOfWorld(UDamageType *dmgType)
bool IsMatineeControlled()
void Multi_DrawDebugLine_Implementation(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
void ClientPrepareForSeamlessTravel()
void ResetOwnedComponents()
bool CheckActorComponents()
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication()
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization()
float GetHorizontalDistanceTo(AActor *OtherActor)
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
void AddActorWorldRotation(FRotator DeltaRotation, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck()
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged()
bool SetActorTransform(FTransform *NewTransform, bool bSweep)
void UninitializeComponents(EEndPlayReason::Type EndPlayReason)
static UClass * StaticClass()
void GatherCurrentMovement()
USceneComponent * RootComponentField()
void ServerPrepareForSeamlessTravel()
bool AllowSeamlessTravel()
void Multi_DrawDebugCoordinateSystem(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
bool IsRootComponentStatic()
FVector * GetActorForwardVector(FVector *result)
void SetLifeSpan(float InLifespan)
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam()
void AddActorWorldTransform(FTransform *DeltaTransform, bool bSweep)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & ForceMaximumReplicationRateUntilTimeField()
float GetHorizontalDotProductTo(AActor *OtherActor)
void ReceiveEndPlay(EEndPlayReason::Type EndPlayReason)
UActorComponent * CreateComponentFromTemplate(UActorComponent *Template, FString *InName)
void AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
BitFieldValue< bool, unsigned __int32 > bHidden()
void StopActorSound(USoundBase *SoundAsset, float FadeOutTime)
int & DefaultStasisedOctreeFlagsField()
void SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep)
void GetOverlappingActors(TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
int & CustomActorFlagsField()
void BPPreInitializeComponents()
void GetAllSceneComponents(TArray< USceneComponent * > *OutComponents)
void REP_ActivateManualDirtyForPlayer(FName *PropertyName, APlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bStasised()
float & NetCullDistanceSquaredField()
float & AbsoluteMaxTemperature()
TArray< FName > & BiomeZoneTags()
float & AbsoluteMinTemperature()
FString & BiomeZoneName()
float & FinalTemperatureAddition()
float & FinalTemperatureExponent()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & FinalTemperatureMultiplier()
FString & BiomeZoneNameAltDistanceName()
FString * GetBiomeZoneName(FString *result, APrimalCharacter *ForCharacter)
BitFieldValue< bool, unsigned __int32 > bClientUpdating()
BitFieldValue< bool, unsigned __int32 > bStartedJumpingWhileOnABase()
bool NotifyLanded(FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bIsBigPusher()
TArray< USoundBase * > CharacterOverrideSoundFromField()
USoundBase * BPOverrideCharacterSound_Implementation(USoundBase *SoundIn)
bool CanJumpInternal_Implementation()
bool ShouldUseWaveLocking(bool bForceCheck)
void ClientCheatWalk_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsProne()
void ClearCrossLevelReferences()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound()
unsigned __int16 & LastMoveOnlyRotationYawField()
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
void PostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity()
void K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
UAnimMontage * GetCurrentMontage()
void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PrevCustomMode)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
unsigned __int16 & LastReplicatedMoveOnlyRotationYawField()
void OnEndCrouch(float HeightAdjust, float ScaledHeightAdjust)
UActorComponent * FindComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled()
char & ReplicatedMovementModeField()
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField()
bool & bInBaseReplicationField()
void OnLanded(FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bClientWasFalling()
void NetTeleportSucceeded(FVector ToLoc, FRotator ToRot)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle()
void LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
static void StaticRegisterNativesACharacter()
BitFieldValue< bool, unsigned __int32 > bIsCrouched()
BitFieldValue< bool, unsigned __int32 > bIsSettingReplicatedBasedMovement()
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion()
float & JumpKeyHoldTimeField()
void SetLastMovementDesiredRotation(FRotator *InRotation)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void UnCrouch(bool bClientSimulation)
void StopDodging(bool bClientSimulation)
void StartDodging(FVector InDodgingVelocity, bool bClientSimulation)
void UnProne(bool bClientSimulation)
bool IsGamePlayRelevant()
float & ProneEyeHeightField()
void OnStartCrouch(float HeightAdjust, float ScaledHeightAdjust)
BitFieldValue< bool, unsigned __int32 > bCanPushOthers()
void OnRep_DodgingMovementInfo()
void NetTeleportSucceeded_Implementation(FVector ToLoc, FRotator ToRot)
float & LeftDynamicActorBaseTimeField()
BitFieldValue< bool, unsigned __int32 > bCanBePushed()
BitFieldValue< bool, unsigned __int32 > bCanEverDodge()
void OnRep_ReplicatedBasedMovement()
float GetDefaultHalfHeight()
bool PreventMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField()
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
BitFieldValue< bool, unsigned __int32 > bRelativeBaseUsePitchAndRoll()
void Landed(FHitResult *Hit)
void Prone(bool bClientSimulation)
bool ShouldOverrideNewFallVelocity()
TArray< USoundBase * > CharacterOverrideSoundToField()
void PostNetReceiveLocationAndRotation()
void Crouch(bool bClientSimulation)
void OnLaunched(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode()
void CheckJumpInput(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bPressedJump()
FVector & BaseTranslationOffsetField()
void ClientCheatFly_Implementation()
void PossessedBy(AController *NewController)
bool IsBasedOnDynamicActor()
UPrimitiveComponent * GetMovementBase()
void K2_UpdateCustomMovement(float DeltaTime)
bool IsComponentTickDelegated(UActorComponent *Component)
unsigned __int16 & LastMoveOnlyRotationPitchField()
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity()
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool ShouldReplicateRotPitch()
bool ShouldNotifyLanded(FHitResult *Hit)
float GetJumpMaxHoldTime()
bool ShouldOverrideSwimmingVelocity()
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bCanEverProne()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventMovementMode()
void OnRep_ReplicatedMovement()
unsigned __int16 & LastReplicatedMoveOnlyRotationPitchField()
void RecalculateBaseEyeHeight()
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
void ClientCheatGhost_Implementation()
void StopAnimMontage(UAnimMontage *AnimMontage)
bool DoJump(bool bReplayingMoves)
void TickFromBaseWhenAttachedToParent()
bool ShouldOverrideWalkingVelocity()
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
BitFieldValue< bool, unsigned __int32 > bIsBasedOnMesh()
float & CrouchedEyeHeightField()
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity()
float & JumpMaxHoldTimeField()
bool BP_PreventMovementMode(EMovementMode newMovementMode, char newCustomMode)
int & LastTeleportedFrameField()
FDodgeMovementInfo & DodgingMovementInfoField()
FName * GetStateName(FName *result)
APlayerState * PlayerStateField()
void ReceiveInstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
bool IsInState(FName InStateName)
void ClientSetRotation(FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
APawn * K2_GetPawn(AActor *DamageCauser)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
void RemovePawnTickDependency(APawn *InOldPawn)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ChangeState(FName NewState)
FRotator * GetDesiredRotation(FRotator *result)
void ClientSetLocation_Implementation(FVector NewLocation, FRotator NewRotation)
void AttachToPawn(APawn *InPawn)
void CleanupPlayerState()
ACharacter * CharacterField()
FVector * GetNavAgentLocation(FVector *result)
void AddPawnTickDependency(APawn *NewPawn)
void SetControlRotation(FRotator *NewRotation)
void SetPawnFromRep(APawn *InPawn)
void SetPawn(APawn *InPawn)
void Possess(APawn *InPawn)
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
void GetMoveGoalReachTest(AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
TWeakObjectPtr< AActor > & StartSpotField()
void PawnPendingDestroy(APawn *inPawn)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void PostInitializeComponents()
TWeakObjectPtr< APawn > & OldPawnField()
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
void UpdateNavigationComponents()
void ClientSetRotation_Implementation(FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
FRotator * GetControlRotation(FRotator *result)
void InstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
FRotator & ControlRotationField()
FString * GetHumanReadableName(FString *result)
bool ShouldPostponePathUpdates()
static void StaticRegisterNativesAController()
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
BitFieldValue< bool, unsigned __int32 > bAttachToPawn()
bool & bIsManuallyPlacedActor()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TSubobjectPtr< UBoxComponent > BoxExtent()
float & HyperThermalInsulationField()
float & IndoorsHypoThermalInsulationField()
float & IndoorsHyperThermalInsulationField()
BitFieldValue< bool, unsigned __int32 > bIsEggTooCold()
float & EggThermalInsulationTemperatureMultiplierField()
double & LastInsulationCalcTimeField()
BitFieldValue< bool, unsigned __int32 > bIsEggTooHot()
float & HypoThermalInsulationField()
APrimalCharacter * BasedTransformCharacterField()
long double & SpawnDropSoundTimeField()
FVector & DroppedItemVelocityField()
long double & DroppedItemDestructionTimeField()
BitFieldValue< bool, unsigned __int32 > bIsUnderwater()
UStaticMesh * NetDroppedMeshOverrideField()
FVector & BasedTransformLocationField()
bool & bClientDisablePhysicsField()
float & DroppedLifeSpanOverrideField()
BitFieldValue< bool, unsigned __int32 > bNotifyPreviousOwnerOfPickup()
AActor * DroppedByActorField()
void PostNetReceiveLocationAndRotation()
float & ImpulseMagnitudeField()
BitFieldValue< bool, unsigned __int32 > bUseCollisionTrace()
float & DroppedItemAccelerationGravityField()
void Tick(float DeltaSeconds)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool & bThrownFromShipField()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
UMaterialInterface * NetDroppedMeshMaterialOverrideField()
UPrimalItem * MyItemField()
unsigned __int64 & DroppedByPlayerIDField()
void PreInitializeComponents()
float & PrevAngularDampingField()
FVector & PreviousLocationField()
BitFieldValue< bool, unsigned __int32 > bPreventPickup()
APrimalDinoCharacter * DroppedOntoDinoCharacterField()
float & MaxPickUpDistanceField()
FVector & DroppedItemScaleField()
float GetDroppedItemLifeTime()
FVector & BasedTransformVelocityField()
float & ForceSleepTimerField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
FItemNetInfo & MyItemInfoField()
FString & DroppedByNameField()
FVector2D & OverlayTooltipPaddingField()
FVector & NetDroppedMeshOverrideScale3DField()
float & PrevLinearDampingField()
BitFieldValue< bool, unsigned __int32 > bApplyImpulseOnSpawn()
FVector2D & OverlayTooltipScaleField()
float & DroppedItemMaxFallSpeedField()
BitFieldValue< bool, unsigned __int32 > bDestroyOutOfWater()
void DrawHUD(AShooterHUD *HUD)
unsigned __int32 & bAddedToArrayField()
unsigned __int32 & bExportToCSVField()
TMap< FName, TSubclassOf< UActorComponent >, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, TSubclassOf< UActorComponent >, 0 > > & FoliageOverrideMap()
TArray< FFoliageAttachmentOverride, FDefaultAllocator > & FoliageAttachmentOverrides()
static UClass * StaticClass()
TArray< FString, FDefaultAllocator > & BaseMeshLookup()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< UStaticMesh *, FDefaultAllocator > & StaticMeshRefs()
UFoliageType * SelectedMesh()
TArray< UFoliageType *, FDefaultAllocator > & FoliageTypes()
char & ReplicationForceIsPlayingField()
void AddPlayerToDirectorTracks(APlayerController *PC)
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
void AddActorToGroup(FName GroupName, AActor *TheGroupActor)
void SetPosition(float NewPosition, bool bJump, bool bForceJumpFromBeginningForEvents, bool bSkipMatineeUpdate)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
FMatineeActorFinished & OnMatineeFinishedField()
bool IsMatineeCompatibleWithPlayer(APlayerController *InPC)
void UpdateReplicatedData(bool bIsBeginningPlay)
void PostInitializeComponents()
FName * GetFunctionNameForEvent(FName *result, FName EventName)
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void UpdateInterp(float NewPosition, bool bPreview, bool bJump, bool bSkipMatineeUpdate)
void UpdateStreamingForCameraCuts(float CurrentTime, bool bPreview)
void NotifyEventTriggered(FName EventName, float EventTime)
int & PreferredSplitScreenNumField()
void EnableCinematicMode(bool bEnable)
void Tick(float DeltaTime)
int & MatineeManagerPriorityField()
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
FMatineeActorStopped & OnMatineeStoppedField()
float & ClientSidePositionErrorToleranceField()
void StepInterp(float DeltaTime, bool bPreview)
void ChangePlaybackDirection()
void CheckPriorityRefresh()
void Play(float OverrideSetPosition, bool bOverridePositionJump)
void SetLoopingState(bool bNewLooping)
FName & MatineeControllerNameField()
float & InterpPositionField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & ForceStartPositionField()
static void StaticRegisterNativesAMatineeActor()
bool & bAllowLandSpawnOnNonIKBlockerField()
float & NPCZoneLinkedDinoWeightsField()
bool & bSpawnOnOceanField()
float & NPCLevelMultiplierField()
bool & bWasOriginallyEnabledField()
TSubclassOf< UNPCSpawnEntriesContainer > & NPCSpawnEntriesContainerObjectField()
bool & bNPCForcePreventExitingWaterField()
float & TheNextIncreaseNPCIntervalField()
int & AbsoluteMaximumNumberNearbyCoreStructuresField()
bool & bNPCPreventSavingField()
float & MinimumManualSpawnIntervalField()
float & SpawnPointsExtentsOffsetFromSeamlessGridSizeField()
TArray< FLinkedZoneSpawnVolumeEntry > & LinkedZoneSpawnVolumeEntriesField()
int & MinDesiredNumberOfNPCField()
int & ForceOverrideNPCBaseLevelField()
bool & bDirectLinkDinosWithZoneManagerField()
float & Override_SP_StasisAutoDestoryIntervalField()
int & MySublevelUniqueIDField()
bool & bDisableOnSeamlessHomeServersField()
bool & bForceInEditorField()
bool & bOnlyCheckMySublevelWaterField()
float & TheMinimumPlayerDistanceFromSpawnPointField()
int & UseDesiredNumberOfNPCField()
bool & bUseSeamlessServerNPCShipSpawnEntriesOverrideField()
bool & bUsesManualSpawningField()
float & TheDecreaseNPCIntervalField()
bool & bIgnoreNPCRandomClassReplacementsField()
bool & bSpawnAllNPCEntriesField()
float & TheIncreaseNPCIntervalMaxField()
int & MaxNumberSpawnZoneRandomPointChecksField()
bool & bSpawnsWaterDinosField()
float & ConsoleDesiredNumberOfNPCMultiplierField()
float & TheNewNewEditorNumberOfNPCMultiplierField()
float & IslandFinalNPCLevelMultiplierField()
float & SpawnMinDistanceFromShoreField()
TArray< FName > & OnlyAllowSpawningOnActorTagsField()
float & TheMinimumStructureDistanceFromSpawnPointField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool & bAllowExtentTestField()
int & AbsoluteMaxNumberOfNPCField()
float & NPCAIRangeMultiplierField()
float & SingleplayerDeleteCreaturesAwayFromViewTimeOutField()
bool & bUseSpawnPointOverrideRotationField()
float & NPCWanderRadiusMultiplierField()
TArray< FNPCSpawnEntry > & NPCSpawnEntriesField()
TArray< FNPCSpawnLimit > & NPCSpawnLimitsField()
float & IncreaseNPCIntervalMultiplierField()
bool & bOnlyUseInDedicatedServerField()
float & SP_TheMaximumWorldTimeForFullIncreaseField()
bool & bOnlyUseInSingleplayerField()
int & TheNPCDynamicIncreaseMaximumIterationsField()
float & TheIncreaseNPCIntervalField()
float & SpawnOnOceanZOffsetField()
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
int & MaximumNumberNearbyCoreStructuresField()
float & SinglePlayerSpawnAroundPlayerViewRadiusMinField()
bool & bUseSeamlessServerOceanEpicSpawnEntriesOverrideField()
bool & bIgnoreVolumeEcompassingCheckField()
int & SP_MinDesiredNumberOfNPCField()
bool & bOnlySpawnInWaterField()
float & TheSpawnPointMinimumFloorNormalField()
bool & bTraceForSpawnAgainstWaterField()
int & NumSpawnFailuresField()
int & TheNPCFullIncreaseMaximumIterationsField()
float & TheMaximumWorldTimeForFullIncreaseField()
FName & NonDedicatedFreezeWildDinoPhysicsIfLevelUnloadedField()
float & SinglePlayerSpawnAroundPlayerViewRadiusMaxField()
float & SP_TheIncreaseNPCIntervalField()
float & ManualSpawningNPCLerpToMaxRandomBaseLevelField()
bool & bForceUntameableField()
bool & bNewAbsoluteForceInEditorField()
bool & bNPCDontWanderField()
bool & bTriedFullIncreaseField()
float & SingleplayerDeleteCreaturesAwayFromViewDistField()
bool & bForcePreventDinoSeamlessTravelField()
int & NumNPCSpawnedField()
static void StaticRegisterNativesANPCZoneManager()
bool & bSpawnsAmphibiousDinosField()
float & KillOffOverweightNPCStasisTimeField()
float & TheMinimumTamedDinoDistanceFromSpawnPointField()
bool & bSinglePlayerSpawnAroundPlayerViewField()
bool & bForceRespawnDinosField()
bool & bNPCNoKillXPField()
int & ExtraNPCLevelOffsetField()
bool & bNPCWildIgnoreWildField()
float & CloseStructureDistanceFromSpawnPointField()
int & IslandFinalNPCLevelOffsetField()
bool & bAutoKillUseGlobalStasisArrayField()
bool & bNeverSpawnInWaterField()
float & DesiredNumberOfNPCMultiplierField()
float & NPCLerpToMaxRandomBaseLevelField()
TArray< FOceanHarvestEntry, FDefaultAllocator > & OceanHarvestEntries()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< FOceanHarvestedEntry, FDefaultAllocator > & HiddenHarvestedOceanEntries()
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void BecomeViewTarget(APlayerController *PC)
static void StaticRegisterNativesAPawn()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
FVector * Internal_ConsumeMovementInputVector(FVector *result)
void ReceiveUnpossessed(AController *OldController)
void ReceivePossessed(AController *NewController)
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
AController * ControllerField()
void PreInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
TSubclassOf< AController > & AIControllerClassField()
FRotator * GetControlRotation(FRotator *result)
FVector * K2_GetMovementInputVector(FVector *result)
void EnableInput(APlayerController *PlayerController)
void MoveIgnoreActorAdd(AActor *ActorToIgnore)
void PossessedBy(AController *NewController)
char & RemoteViewPitchField()
FRotator * GetViewRotation(FRotator *result)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void OutsideWorldBounds()
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration()
FVector & ControlInputVectorField()
void PostNetReceiveVelocity(FVector *NewVelocity)
void DetachFromControllerPendingDestroy()
void PawnMakeNoise(float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
FVector * GetNavAgentLocation(FVector *result)
void LaunchPawn(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
void SetCanAffectNavigationGeneration(bool bNewValue)
void PostNetReceiveLocationAndRotation()
void Internal_AddMovementInput(FVector WorldAccel, bool bForce)
float & AllowedYawErrorField()
APlayerController * GetOwnerController()
bool ShouldTickIfViewportsOnly()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void SpawnDefaultController()
AController * GetDamageInstigator(AController *InstigatedBy, UDamageType *DamageType)
FVector * GetLastMovementInputVector(FVector *result)
void Tick(float DeltaSeconds)
UPlayer * GetNetOwningPlayer()
void PostInitializeComponents()
FRotator * GetBaseAimRotation(FRotator *result)
APlayerState * PlayerStateField()
void AddControllerRollInput(float Val)
bool IsBasedOnActor(AActor *Other)
bool ReachedDesiredRotation()
void PostInputProcessed()
FVector * ConsumeMovementInputVector(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch()
bool & bClearOnConsumeField()
void AddControllerPitchInput(float Val)
bool IsLocallyControlled()
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw()
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll()
bool IsMoveInputIgnored()
bool IsLocallyControlledByPlayer()
UNetConnection * GetNetConnection()
static AActor * GetMovementBaseActor(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds()
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
void DisableInput(APlayerController *PlayerController)
void ClientSetRotation(FRotator NewRotation)
void PostRegisterAllComponents()
void AddMovementInput(FVector WorldDirection, float ScaleValue, bool bForce)
float & BaseEyeHeightField()
bool ShouldTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
void RecalculateBaseEyeHeight()
void DestroyPlayerInputComponent()
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess()
FString * GetHumanReadableName(FString *result)
void AddControllerYawInput(float Val)
float GetDefaultHalfHeight()
FVector & LastControlInputVectorField()
void TickBasedCharacters(float DeltaSeconds)
AController * LastHitByField()
TWeakObjectPtr< AController > & SpawnedForControllerField()
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ClientProcessSimpleNetExecCommandBP_Implementation(AActor *ForActor, FName CommandName)
void SetSpawnLocation(FVector *NewLocation)
APawn * GetPawnOrSpectator()
EMouseCursor::Type GetMouseCursor()
bool IsLookInputIgnored()
void ServerUnmutePlayer(FUniqueNetIdRepl PlayerId)
void ClientCapBandwidth_Implementation(int Cap)
FVector & LastReplicatedFocalLocField()
void CleanupGameViewport()
void NetSpawnActorAtLocation_Implementation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
void Possess(APawn *PawnToPossess)
bool DeprojectMousePositionToWorld(FVector *WorldLocation, FVector *WorldDirection)
void ClientTeamMessage(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
bool WasInputKeyJustReleased(FKey Key)
void AddCheats(bool bForce)
BitFieldValue< bool, unsigned __int32 > bCheatPlayer()
void PlayerTick(float DeltaTime)
FRotator & BlendedTargetViewRotationField()
void ClientRetryClientRestart_Implementation(APawn *NewPawn)
float GetInputKeyTimeDown(FKey Key)
bool GetHitResultUnderCursorForObjects(TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
void ClientReset_Implementation()
bool WasInputKeyJustPressed(FKey Key)
BitFieldValue< bool, unsigned __int32 > bCinematicMode()
void TickPlayerInput(const float DeltaSeconds, const bool bGamePaused)
void ClientNetGUIDActorDeletion(FNetworkGUID TheNetGUID)
void SetPawn(APawn *InPawn)
static void StaticRegisterNativesAPlayerController()
bool ServerAcknowledgePossession_Validate(APawn *P)
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation(AActor *ForActor, FName CommandName)
void SafeServerCheckClientPossession()
UCheatManager * CheatManagerField()
float & InputRollScaleField()
void ServerViewNextPlayer()
bool ServerNotifyLoadedWorld_Validate(FName WorldPackageName)
void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
void StartSpectatingOnly()
void NotifyLoadedWorld(FName WorldPackageName, bool bFinalDest)
void BeginInactiveState()
void ClientPlaySoundAtLocation_Implementation(USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
void EndSpectatingState()
void ClientProcessSimpleNetExecCommandUnreliableBP(AActor *ForActor, FName CommandName)
void ClientAddTextureStreamingLoc_Implementation(FVector InLoc, float Duration, bool bOverrideLocation)
AActor * GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
void GetInputMouseDelta(float *DeltaX, float *DeltaY)
FVector & AudioListenerLocationOverrideField()
void ClientSetHUD(TSubclassOf< AHUD > NewHUDClass)
void ClientMessage_Implementation(FString *S, FName Type, float MsgLifeTime)
void SafeRetryClientRestart()
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey()
char & IgnoreLookInputField()
void SetPlayer(UPlayer *InPlayer)
TSubobjectPtr< USceneComponent > & TransformComponentField()
float & InputYawScaleField()
void SendClientAdjustment()
UNetConnection * NetConnectionField()
void ClientCommitMapChange_Implementation()
void BeginSpectatingState()
void ClientSetBlockOnAsyncLoading()
void ClientUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
bool GetHitResultUnderCursorByChannel(ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
bool ServerPause_Validate()
void GetInputMotionState(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
void ClientEnableNetworkVoice_Implementation(bool bEnable)
FVector * GetInputVectorKeyState(FVector *result, FKey Key)
void ClientPrepareMapChange_Implementation(FName LevelName, bool bFirst, bool bLast)
void ClientRetryClientRestart(APawn *NewPawn)
void DestroySpectatorPawn()
APawn * AcknowledgedPawnField()
bool NetConnectionHasActiveActor(AActor *AnActor)
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor()
void ServerSetSpectatorLocation(FVector NewLoc)
TArray< FName > & PendingMapChangeLevelNamesField()
void GetViewportSize(int *SizeX, int *SizeY)
TArray< AActor * > HiddenActorsField()
bool NotifyServerReceivedClientData(APawn *InPawn, float TimeStamp)
void EndPlay(EEndPlayReason::Type EndPlayReason)
FVector & LastCharacterMovementTeleportUnstasisLocationField()
FRotator & RotationInputField()
void ServerVerifyViewTarget()
void ServerCheckClientPossession()
void ResetIgnoreInputFlags()
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
unsigned __int16 & SeamlessTravelCountField()
void Camera(FName NewMode)
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
bool ServerUpdateLevelVisibility_Validate(FName PackageName, bool bIsVisible)
bool & bIsDelayedNetCleanupField()
FRotator & TargetViewRotationField()
void SetupInputComponent()
void ClientTeamMessage_Implementation(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
bool IsSplitscreenPlayer(int *OutSplitscreenPlayerIndex)
APlayerState * GetNextViewablePlayer(int dir)
FString * ConsoleCommand(FString *result, FString *Cmd, bool bWriteToLog)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
bool IsMoveInputIgnored()
void CreateTouchInterface()
void ChangeState(FName NewState)
void ServerUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
void StartFire(char FireModeNum)
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents()
void AddPitchInput(float Val)
long double & ServerLastReceivedSpectatorLocTimeField()
void ServerUpdateCamera_Implementation(FVector_NetQuantize CamLoc, int CamPitchAndYaw)
bool ProjectWorldLocationToScreen(FVector WorldLocation, FVector2D *ScreenLocation)
void ClientWasKicked(FText *KickReason)
void ClientNotifyRespawned(APawn *NewPawn, bool IsFirstSpawn)
void ClientSetBlockOnAsyncLoading_Implementation()
void ToggleSpeaking(bool bSpeaking, bool bUseSuperRange)
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused()
bool IsPlayerMuted(FString *VivoxUsername)
void ClientPrestreamTextures_Implementation(AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor()
float & LastTeleportDistanceField()
void SetVirtualJoystickVisibility(bool bVisible)
void ClientRepObjRef(UObject *Object)
void ClientProcessNetExecCommandUnreliable(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
FRotator & AudioListenerRotationOverrideField()
void ClientReturnToMainMenu(FString *ReturnReason)
void ClientMessage(FString *S, FName Type, float MsgLifeTime)
void ClientNetGUIDActorDeletion_Implementation(FNetworkGUID TheNetGUID)
bool InputTouch(unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
bool HasClientLoadedCurrentWorld()
void ClientCapBandwidth(int Cap)
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField()
void ServerSetSpectatorLocation_Implementation(FVector NewLoc)
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void AddRollInput(float Val)
void ClientGameEnded(AActor *EndGameFocus, bool bIsWinner)
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField()
void SetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
void ServerViewPrevPlayer_Implementation()
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
void ClientUnmutePlayer(FUniqueNetIdRepl PlayerId)
void NetSpawnActorAtLocation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
void SetAudioListenerOverride(USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
void GetSeamlessTravelActorList(bool bToEntry, TArray< AActor * > *ActorList)
bool ServerMutePlayer_Validate(FUniqueNetIdRepl PlayerId)
UNetConnection * PendingSwapConnectionField()
void SpawnPlayerCameraManager()
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled()
void ServerPause_Implementation()
bool & bLockedInputUIField()
void SmoothTargetViewRotation(APawn *TargetPawn, float DeltaSeconds)
bool InputAxis(FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents()
BitFieldValue< bool, unsigned __int32 > bIsAdmin()
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
float & LastSpectatorStateSynchTimeField()
void ClientForceGarbageCollection_Implementation()
void ClientSetCameraFade(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove()
void ClientGotoState(FName NewState)
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ForceSingleNetUpdateFor(AActor *Target)
float & LocalPlayerCachedLODDistanceFactorField()
void NotifyDirectorControl(bool bNowControlling, AMatineeActor *CurrentMatinee)
void ServerMutePlayer(FUniqueNetIdRepl PlayerId)
void SetCameraMode(FName NewCamMode)
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents()
void UpdatePing(float InPing)
void ClientReturnToMainMenu_Implementation(FString *ReturnReason)
void ClientProcessNetExecCommand(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
void ServerViewNextPlayer_Implementation()
bool GetHitResultUnderFingerByChannel(ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void AcknowledgePossession(APawn *P)
int & LastValidUnstasisCasterFrameField()
void ServerRestartPlayer()
void AddYawInput(float Val)
void LocalTravel(FString *FURL)
void ServerReceivedPlayerControllerAck_Implementation()
int GetSplitscreenPlayerCount()
bool & bPossessedAnyPawnField()
void ClientVoiceHandshakeComplete()
FVector & SpawnLocationField()
void ClientClearCameraLensEffects_Implementation()
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
void ClientVoiceHandshakeComplete_Implementation()
void ClientEnableNetworkVoice(bool bEnable)
void ClientSetHUD_Implementation(TSubclassOf< AHUD > NewHUDClass)
void ClientIgnoreLookInput_Implementation(bool bIgnore)
void ClientFlushLevelStreaming_Implementation()
UNetConnection * GetNetConnection()
void ClientSetForceMipLevelsToBeResident_Implementation(UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
void ServerAcknowledgePossession(APawn *P)
void ClientIgnoreMoveInput_Implementation(bool bIgnore)
void ClientPlaySound_Implementation(USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
void ServerMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
char & IgnoreMoveInputField()
FVector * GetFocalLocation(FVector *result)
bool InputKey(FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
void EnableInput(APlayerController *PlayerController)
void ClientRestart(APawn *NewPawn)
void UpdateCameraManager(float DeltaSeconds)
void ServerChangeName_Implementation(FString *S)
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener()
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting()
void DisableInput(APlayerController *PlayerController)
float GetInputAnalogKeyState(FKey Key)
void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible)
bool & bAutoManageActiveCameraTargetField()
TSubclassOf< UCheatManager > & CheatClassField()
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField()
void SeamlessTravelFrom(APlayerController *OldPC)
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes()
void ClientRestart_Implementation(APawn *NewPawn)
void SetIgnoreMoveInput(bool bNewMoveInput)
BitFieldValue< bool, unsigned __int32 > bIsAnselActive()
void PostInitializeComponents()
void GetInputTouchState(ETouchIndex::Type FingerIndex, float *LocationX, float *LocationY, bool *bIsCurrentlyPressed)
void UpdateRotation(float DeltaTime)
bool ServerChangeName_Validate(FString *S)
void CleanupPlayerState()
bool GetHitResultUnderFingerForObjects(ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
void GetAudioListenerPosition(FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
void ViewAPlayer(int dir)
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents()
void EnableCheats(FString pass)
unsigned __int16 & LastCompletedSeamlessTravelCountField()
void ClientWasKicked_Implementation(FText *KickReason)
void ClientProcessNetExecCommandUnreliable_Implementation(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
void ClientMutePlayer(FUniqueNetIdRepl PlayerId)
void ServerShortTimeout()
void ProcessForceFeedback(const float DeltaTime, const bool bGamePaused)
void AutoManageActiveCameraTarget(AActor *SuggestedTarget)
bool GetHitResultUnderFinger(ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ClientCommitMapChange()
void ClientMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
void ServerNotifyLoadedWorld_Implementation(FName WorldPackageName)
void CleanUpAudioComponents()
void ClientTeleportSucceeded(FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
bool ServerUnmutePlayer_Validate(FUniqueNetIdRepl PlayerId)
void ClientNotifyReconnected(APawn *NewPawn)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString * GetPlayerNetworkAddress(FString *result)
void ClientCancelPendingMapChange_Implementation()
void ServerCheckClientPossession_Implementation()
bool InputMotion(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
void OnNetCleanup(UNetConnection *Connection)
void ProcessPlayerInput(const float DeltaTime, const bool bGamePaused)
void ClientClearCameraLensEffects()
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField()
void ServerAcknowledgePossession_Implementation(APawn *P)
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField()
UPlayer * GetNetOwningPlayer()
float & InputPitchScaleField()
void ClientGameEnded_Implementation(AActor *EndGameFocus, bool bIsWinner)
APlayerCameraManager * PlayerCameraManagerField()
void ServerVerifyViewTarget_Implementation()
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut()
void ServerCamera(FName NewMode)
bool IsPlayerMuted(FUniqueNetId *PlayerId)
void ClientProcessSimpleNetExecCommandBP(AActor *ForActor, FName CommandName)
void ClearAudioListenerOverride()
bool GetHitResultUnderCursor(ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void PostProcessInput(const float DeltaTime, const bool bGamePaused)
void ServerRestartPlayer_Implementation()
void ServerChangeName(FString *S)
void ServerCamera_Implementation(FName NewMode)
void UpdateStateInputComponents()
bool IsInputKeyDown(FKey Key)
float & LastRetryPlayerTimeField()
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField()
void ServerReceivedPlayerControllerAck()
void ServerNotifyLoadedWorld(FName WorldPackageName)
void GameHasEnded(AActor *EndGameFocus, bool bIsWinner)
void ClientGotoState_Implementation(FName NewState)
void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex)
void ReceivedSpectatorClass(TSubclassOf< AGameMode > SpectatorClass)
void ClientSetCinematicMode_Implementation(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
bool ShouldShowMouseCursor()
void DelayedPrepareMapChange()
void ServerUpdateLevelVisibility_Implementation(FName PackageName, bool bIsVisible)
void SwitchLevel(FString *FURL)
void SetIgnoreLookInput(bool bNewLookInput)
static bool IsNetRelevantFor(FTimespan A, FTimespan B)
void ClientSetCameraFade_Implementation(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook()
char & NetPlayerIndexField()
void SpawnHUD(TSubclassOf< AHUD > NewHUDClass)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField()
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField()
void SetNetSpeed(int NewSpeed)
void SafeServerUpdateSpectatorState()
void ServerToggleAILogging_Implementation()
bool GetMousePosition(float *LocationX, float *LocationY)
void OverrideWith(APlayerState *PlayerState)
static void StaticRegisterNativesAPlayerState()
void SeamlessTravelTo(APlayerState *NewPlayerState)
APlayerState * Duplicate()
void RecalculateAvgPing()
float & CurPingBucketTimestampField()
void ClientInitialize(AController *C)
void RegisterPlayerWithSession(bool bWasFromInvite)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString * GetHumanReadableName(FString *result)
void UnregisterPlayerWithSession()
BitFieldValue< bool, unsigned __int32 > bFromPreviousLevel()
char & CurPingBucketField()
BitFieldValue< bool, unsigned __int32 > bIsInactive()
bool ShouldBroadCastWelcomeMessage(bool bExiting)
void UpdatePing(float InPing)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void SetPlayerName(FString *S)
void PostInitializeComponents()
FString & SavedNetworkAddressField()
FUniqueNetIdRepl & UniqueIdField()
BitFieldValue< bool, unsigned __int32 > bIsSpectator()
BitFieldValue< bool, unsigned __int32 > bIsABot()
void CopyProperties(APlayerState *PlayerState)
BitFieldValue< bool, unsigned __int32 > bOnlySpectator()
void SetUniqueId(TSharedPtr< FUniqueNetId, 0 > *InUniqueId)
FName & SessionNameField()
FString & PlayerNameField()
BitFieldValue< bool, unsigned __int32 > bHasBeenWelcomed()
BitFieldValue< bool, unsigned __int32 > bBPAddMultiUseEntries()
float & MaximumVelocityZForSlowingFallField()
void BuffTickClient(float DeltaTime)
bool TemplateAllowActorSpawn(UWorld *World, FVector *AtLocation, FRotator *AtRotation, FActorSpawnParameters *SpawnParameters)
BitFieldValue< bool, unsigned __int32 > bDediServerUseBPModifyPlayerBoneModifiers()
TSubclassOf< APrimalBuff > & AOEOtherBuffToApplyField()
float & ViewMaxExposureMultiplierField()
long double & LastItemDurabilityDepletionTimeField()
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
TArray< FBuffStatEntry > & BuffStatGroupEntriesField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyPlayerBoneModifiers()
FVector * UpdateStaticPathingDestination(FVector *result, FVector locOverride, float randomOffsetMultiplier, bool useRandomNegativeXDir, bool orientRandOffsetByRotation, FRotator randOffsetByRotation, float GroundCheckSpreadOverride)
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToDinos()
BitFieldValue< bool, unsigned __int32 > bBuffDrawFloatingHUD()
bool & bUseBPExcludeAoEActorField()
FName & InstigatorAttachmentSocketField()
TSubclassOf< UDamageType > & AoEApplyDamageTypeField()
bool & bDeactivatedSoundOnlyLocalField()
FieldArray< float, 12 > ValuesToAddPerSecondField()
BitFieldValue< bool, unsigned __int32 > bAoEIgnoreDinosTargetingInstigator()
UMaterialInterface * BuffPostProcessEffectField()
static UClass * StaticClass()
bool & bBPModifyCharacterFOVField()
TSubclassOf< UPrimalBuffPersistentData > & BuffPersistentDataClassField()
TArray< TSubclassOf< AActor > > & AoEClassesToExcludeField()
long double & NextBuffTickTimeServerField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffDeactivated()
BitFieldValue< bool, unsigned __int32 > bPreventOnPlayer()
BitFieldValue< bool, unsigned __int32 > bModifyMaxSpeed()
bool ExcludeAoEActor(AActor *ActorToConsider)
bool & bDeactivateAfterAddingXPField()
BitFieldValue< bool, unsigned __int32 > bAoEApplyDamageAllTargetables()
long double & TimeForNextAOECheckField()
BitFieldValue< bool, unsigned __int32 > bFollowTarget()
float & CharacterMultiplier_ExtraWaterConsumptionMultiplierField()
float & SlowInstigatorFallingDampenZVelocityField()
TArray< TSubclassOf< APrimalCharacter > > & BuffRequiresOwnerClassField()
float & ForceNetworkSpatializationBuffMaxLimitRangeField()
bool & bWasStasisedField()
BitFieldValue< bool, unsigned __int32 > bBPAdjustStatusValueModification()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFlight()
void Tick(float DeltaSeconds)
bool & bUseBPSetupForInstigatorField()
BitFieldValue< bool, unsigned __int32 > bRemoteForcedFlee()
BitFieldValue< bool, unsigned __int32 > bPlayerIgnoreBuffPostprocessEffectWhenRidingDino()
void AddDamageStatusValueModifier(APrimalCharacter *addToCharacter, EPrimalCharacterStatusValue::Type ValueType, bool bSpeedToAddInSeconds, bool bContinueOnUnchangedValue, bool bResetExistingModifierDescriptionIndex, bool bSetValue, bool bSetAdditionalValue, float LimitExistingModifierDescriptionToMaxAmount, float damageMultiplierAmountToAdd, float speedToAdd, int StatusValueModifierDescriptionIndex, bool bUsePercentualDamage, bool bMakeUntameable, float percentualDamage, TSubclassOf< UDamageType > ScaleValueByCharacterDamageType)
APrimalBuff * AddBuff(APrimalCharacter *ForCharacter, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bUsePostAdjustDamage()
BitFieldValue< bool, unsigned __int32 > bDeactivateOnJump()
BitFieldValue< bool, unsigned __int32 > bDisableIfCharacterUnderwater()
BitFieldValue< bool, unsigned __int32 > bPreventInputDoesOffset()
int & AddBuffMaxNumStacksField()
float & CharacterMultiplier_SubmergedOxygenDecreaseSpeedField()
bool & bPersistentBuffSurvivesLevelUpField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeCarried()
BitFieldValue< bool, unsigned __int32 > bBPOverrideWeaponBob()
bool & bUseBuffTickServerField()
FVector & AoEBuffLocOffsetField()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnPlayers()
float & WeaponRecoilMultiplierField()
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToPlayers()
bool & bBPOverrideCharacterNewFallVelocityField()
BitFieldValue< bool, unsigned __int32 > bAllowBuffWhenInstigatorDead()
BitFieldValue< bool, unsigned __int32 > bUseTickingDeactivation()
float & HyperThermiaInsulationField()
TArray< TSubclassOf< AActor > > & PreventActorClassesTargetingField()
float & Maximum2DVelocityForStaminaRecoveryField()
float & TPVCameraSpeedInterpolationMultiplierField()
float & UnsubmergedMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPActivated()
BitFieldValue< bool, unsigned __int32 > bForcePlayerProne()
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargeting()
BitFieldValue< bool, unsigned __int32 > bUseBPIsCharacterHardAttached()
void EnableTickFunction()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffIgnoreSameTeam()
float BuffAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
float & BuffTickServerMinTimeField()
TSubclassOf< APrimalBuff > & ForceNetworkSpatializationMaxLimitBuffTypeField()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeCarrying()
BitFieldValue< bool, unsigned __int32 > bPreventOnDino()
void DrawBuffFloatingHUD(int BuffIndex, AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffActivated()
TArray< TSubclassOf< AActor > > & AoEClassesToIncludeField()
float & AOEBuffRangeField()
BitFieldValue< bool, unsigned __int32 > bIsBuffPersistent()
void ProcessStaticPathing(bool triggerRunning)
float & OnlyForInstigatorSoundFadeInTimeField()
BitFieldValue< bool, unsigned __int32 > bCheckPreventInput()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAddingOtherBuff()
TSubclassOf< APrimalBuff > & BuffToGiveOnDeactivationField()
float & CharacterAOEBuffDamageField()
BitFieldValue< bool, unsigned __int32 > bWasDestroyed()
BitFieldValue< bool, unsigned __int32 > bOnlyAddCharacterValuesUnderwater()
float & CharacterAdd_DefaultHypothermicInsulationField()
BitFieldValue< bool, unsigned __int32 > bDeactivated()
float & InsulationRangeField()
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTickDedicated()
FStatusValueModifierDescription & BuffDescriptionField()
BitFieldValue< bool, unsigned __int32 > bPreventJump()
bool & bIsCarryBuffField()
void SetBuffCauser(AActor *CausedBy)
BitFieldValue< bool, unsigned __int32 > bUseBPPreventRunning()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffRequireSameTeam()
BitFieldValue< bool, unsigned __int32 > bDontPlayInstigatorActiveSoundOnDino()
float & XPtoAddRateField()
long double & TickingDeactivationTimeField()
float & AoEApplyDamageField()
BitFieldValue< bool, unsigned __int32 > bAddExtendBuffTime()
TArray< TWeakObjectPtr< APrimalCharacter > > & BuffedCharactersField()
float & XPEarningMultiplierField()
BitFieldValue< bool, unsigned __int32 > bHUDFormatTimerAsTimecode()
float & DeactivateAfterTimeField()
void NetDeactivate_Implementation()
BitFieldValue< bool, unsigned __int32 > bCustomDepthStencilIgnoreHealth()
void NotifyDamage(float DamageAmount, TSubclassOf< UDamageType > DamageClass, AController *EventInstigator, AActor *TheDamageCauser)
bool & bTickFunctionDisabledField()
float & DeactivationLifespanField()
TArray< UMaterialInterface * > PostprocessBlendablesToExcludeField()
void SetupForInstigator()
float & BuffTickServerMaxTimeField()
USoundBase * ExtraActivationSoundToPlayField()
BitFieldValue< bool, unsigned __int32 > bUseBPInitializedCharacterAnimScriptInstance()
bool & bUseBPCustomAllowAddBuffField()
BitFieldValue< bool, unsigned __int32 > bUseBPNonDedicatedPlayerPostAnimUpdate()
BitFieldValue< bool, unsigned __int32 > bPreventOnBigDino()
BitFieldValue< bool, unsigned __int32 > bAoEOnlyOnDinosTargetingInstigator()
float & ReceiveDamageMultiplierField()
float & AOEBuffIntervalMinField()
BitFieldValue< bool, unsigned __int32 > bPreventOnBossDino()
BitFieldValue< bool, unsigned __int32 > bNetResetBuffStart()
BitFieldValue< bool, unsigned __int32 > bAllowBuffStasis()
BitFieldValue< bool, unsigned __int32 > bHideBuffFromHUD()
USoundBase * DeactivatedSoundField()
UPrimalBuffPersistentData * MyBuffPersistentDataField()
BitFieldValue< bool, unsigned __int32 > bDisplayHUDProgressBar()
BitFieldValue< bool, unsigned __int32 > bAoEBuffAllowIfAlreadyBuffed()
FVector & AoETraceToTargetsStartOffsetField()
float & AOEBuffIntervalMaxField()
void NetResetBuffStart_Implementation()
int & ForceNetworkSpatializationBuffMaxLimitNumField()
TWeakObjectPtr< AActor > & TargetField()
BitFieldValue< bool, unsigned __int32 > bPreventOnWildDino()
BitFieldValue< bool, unsigned __int32 > bBPDrawBuffStatusHUD()
static void StaticRegisterNativesAPrimalBuff()
bool & bUseBuffTickClientField()
int GetBuffType_Implementation()
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTick()
TArray< TSubclassOf< APrimalCharacter > > & BuffPreventsOwnerClassField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventThrowingItem()
BitFieldValue< bool, unsigned __int32 > bDinoIgnoreBuffPostprocessEffectWhenRidden()
FVector & staticPathingDestinationField()
bool & bDisableLightShaftsField()
BitFieldValue< bool, unsigned __int32 > bAddResetsBuffTime()
BitFieldValue< bool, unsigned __int32 > bUseInstigatorItem()
bool PreventActorTargeting_Implementation(AActor *ByActor)
float & CharacterMultiplier_ExtraFoodConsumptionMultiplierField()
long double & LastBuffTickTimeClientField()
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedPawn()
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargetingTurret()
float & BuffTickClientMinTimeField()
bool ReduceBuffTime(float AmountOfTimeToReduce)
BitFieldValue< bool, unsigned __int32 > bDestroyOnTargetStasis()
bool & bDisableBloomField()
BitFieldValue< bool, unsigned __int32 > bAddCharacterValues()
float & PostProcessInterpSpeedDownField()
long double & LastBuffTickTimeServerField()
BitFieldValue< bool, unsigned __int32 > bRequireController()
float & RemoteForcedFleeDurationField()
BitFieldValue< bool, unsigned __int32 > bNotifyExperienceGained()
BitFieldValue< bool, unsigned __int32 > bOnlyTickWhenVisible()
long double & NextBuffTickTimeClientField()
long double & BuffStartTimeField()
float & CharacterAOEBuffResistanceField()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeRiding()
BitFieldValue< bool, unsigned __int32 > bEnableStaticPathing()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachment()
static APrimalBuff * StaticAddBuff(TSubclassOf< APrimalBuff > BuffClass, APrimalCharacter *ForCharacter, UPrimalItem *AssociatedItem, AActor *DamageCauser, bool bForceOnClient)
void BuffTickServer(float DeltaTime)
bool ExtendBuffTime(float AmountOfAdditionalTime)
long double & LastAoEApplyDamageTimeField()
bool & bOnlyTickWhenPossessedField()
bool & bOverrideBuffDescriptionField()
float & DepleteInstigatorItemDurabilityPerSecondField()
bool HideBuffFromHUD_Implementation()
BitFieldValue< bool, unsigned __int32 > bAOEOnlyApplyOtherBuffToWildDinos()
BitFieldValue< bool, unsigned __int32 > bSlowInstigatorFalling()
bool PreventActorTargeting(AActor *ByActor)
BitFieldValue< bool, unsigned __int32 > bHideTimerFromHUD()
BitFieldValue< bool, unsigned __int32 > bIsDisease()
float & AoEApplyDamageIntervalField()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnDinos()
BitFieldValue< bool, unsigned __int32 > bOnlyActivateSoundForInstigator()
BitFieldValue< bool, unsigned __int32 > bUsesInstigator()
BitFieldValue< bool, unsigned __int32 > bAOEBuffCarnosOnly()
float & MeleeDamageMultiplierField()
float & PostProcessInterpSpeedUpField()
float & BuffTickClientMaxTimeField()
BitFieldValue< bool, unsigned __int32 > bUseActivateSoundFadeInDuration()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFirstPerson()
BitFieldValue< bool, unsigned __int32 > bAoETraceToTargets()
TWeakObjectPtr< AActor > & DamageCauserField()
BitFieldValue< bool, unsigned __int32 > bForceAddUnderwaterCharacterStatusValues()
BitFieldValue< bool, unsigned __int32 > bImmobilizeTarget()
TWeakObjectPtr< UPrimalItem > & InstigatorItemField()
float & ViewMinExposureMultiplierField()
TArray< float > & PreventActorClassesTargetingRangesField()
bool AOEBuffCanAffect(APrimalCharacter *forChar)
float & SlowInstigatorFallingAddZVelocityField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool & bUseBPDeactivatedField()
bool & bDestroyWhenUnpossessedField()
float & SubmergedMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bNotifyDamage()
TArray< TSubclassOf< APrimalBuff > > & ActivePreventsBuffClassesField()
void BuffPostAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
float & CharacterAdd_DefaultHyperthermicInsulationField()
TArray< TSubclassOf< APrimalBuff > > & BuffClassesToCancelOnActivationField()
float & HypoThermiaInsulationField()
void BPDrawBuffStatusHUD(AShooterHUD *HUD, float XPos, float YPos, float ScaleMult)
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedByPawn()
BitFieldValue< bool, unsigned __int32 > bUseBP_OnSetRunningEvent()
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingCarnivores()
void TeleportToTargetLocation(FVector AtLocation, APrimalRaft *OnRaft)
float & ServerSeatedViewRotationPitchField()
void UpdateTribeName(FString NewTribeName)
void SetBasedOntoRaft(APrimalDinoCharacter *theDino)
UAnimMontage * ShieldCoverAnimField()
void BP_OnSetRunning(bool bNewIsRunning)
BitFieldValue< bool, unsigned __int32 > bUsesDiedFromBack()
void PlayHitEffectPoint(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
TArray< int > & ReplicatedBonesIndiciesField()
long double & LastIkUpdateTimeField()
void ServerPlayFireBallistaAnimation_Implementation()
BitFieldValue< bool, unsigned __int32 > bAllowCharacterPainting()
BitFieldValue< bool, unsigned __int32 > bUsesRunningAnimation()
bool FindTeleportLocation(FVector *TeleportLoc, APrimalRaft *OnRaft, FVector TargetLoc)
long double & LastUpdatedAimOffsetsTimeField()
float & ProneWaterSubmergedDepthThresholdField()
float & TargetingTimeField()
int & DraggingBodyIndexField()
float & DragWeightField()
float & DamageTheMeleeDamageCauserPercentField()
void StopAnimEx(UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials()
void OnRep_RagdollPositions()
float & PreviewCameraDistanceScaleFactorField()
long double & LastForceMeshRefreshBonesTimeField()
float & DeadBaseTargetingDesirabilityField()
float GetHealthPercentage()
BitFieldValue< bool, unsigned __int32 > bOrbitCamera()
float & FootstepsMaxRangeField()
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField()
void OnStopBlockingAttack()
BitFieldValue< bool, unsigned __int32 > bActiveRunToggle()
float & ServerForceSleepRagdollIntervalField()
float & CorpseFadeAwayTimeField()
void ClientNotifyLevelUp()
FRotator & CurrentAimRotField()
bool ShouldUseWaveLocking(bool bForceCheck)
BitFieldValue< bool, unsigned __int32 > bIsWhistleTargetingDown()
void NetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
BitFieldValue< bool, unsigned __int32 > bDisableSpawnDefaultController()
BitFieldValue< bool, unsigned __int32 > bIsAtMaxInventoryItems()
BitFieldValue< bool, unsigned __int32 > bPreventImmobilization()
USoundBase * StartDraggedSoundField()
bool AllowColoringBy(APlayerController *ForPC, UObject *anItem)
float GetWaterSubmergedDepthThreshold()
void Immobilize(bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling)
float GetAIDifficultyValue()
void ServerToClientsPlayFireBallistaAnimation_Implementation()
bool BPHandleRightShoulderButton()
BitFieldValue< bool, unsigned __int32 > bAllowAirJump()
FDamageEvent * CurrentDamageEventField()
void OnTeleportOntoRaft(APrimalRaft *OntoRaft)
float BPGetAddForwardVelocityOnJump()
UPrimalCharacterStatusComponent * GetCharacterStatusComponent()
void OnStartBlockingAttack()
UAnimMontage * JumpAnimField()
BitFieldValue< bool, unsigned __int32 > bClientRagdollUpdateTimerEnabled()
void ClearRagdollPhysics()
void NetSetCharacterMovementVelocity_Implementation(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
float GetMaxSpeedModifier()
float & FallDamageMultiplierField()
FVector & DragOffsetField()
void ChangeActorTeam(int NewTeam)
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim()
void Prone(bool bClientSimulation)
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField()
UAnimSequence * DefaultSeatingAnimationField()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges()
BitFieldValue< bool, unsigned __int32 > bForcePreventAllInput()
bool IsInvincible(int AttackerTeam)
float & WaterSubmergedDepthThresholdField()
long double & lastTimeStaggeredField()
void EnableBodiesGravity()
void PlayDyingRadial(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
TArray< APrimalBuff * > BuffsField()
float GetProjectileDamageMultiplier()
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField()
float GetDodgeDurationMultiplier()
FVector * OverrideSwimmingVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
bool ModifyInputAcceleration(FVector *InputAcceleration)
bool AllowBlockingWithShield()
long double & LastDragUpdateTimeField()
bool TryTeleportToBasedShipDeck(const int *ToDeckIndex, APlayerController *ForPC)
void BPNotifyLevelUp(int ExtraCharacterLevel, EPrimalCharacterStatusValue::Type StatType)
void ChangeAnimBlueprintIfNeeded()
bool IsBlockedByShield(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, bool bDamageIsFromYarkWeapon)
FString * PlayerCommand_Implementation(FString *result, FString *TheCommand)
float GetWeaponSpeedMultiplierByDirection(FVector *CharacterDir, FVector *MovementDir)
long double & LastListenRangePushTimeField()
float GetBaseDragWeight()
void DoSetRagdollPhysics()
void OnPrimalCharacterSleeped()
TWeakObjectPtr< AController > & LastDamageEventInstigatorField()
BitFieldValue< bool, unsigned __int32 > bIsRunningCheckIgnoreVelocity()
void OnActorExitWater(USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
bool BP_IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
UAnimMontage * PoopAnimationField()
float & CurrentCarriedYawField()
BitFieldValue< bool, unsigned __int32 > bPreventAllBuffs()
FPrimalCharacterNotifyAttackEnded & NotifyAttackEndedField()
void TurnInput(float Val)
void ReleaseSeatingStructure(APrimalStructureSeating *InSeatingStructure)
UPrimalCharacterStatusComponent * MyCharacterStatusComponentField()
bool TryAccessInventory()
void TryDragCharacter(APrimalCharacter *Character)
BitFieldValue< bool, unsigned __int32 > bIsHoldingSecondaryFire()
int & DraggedBoneIndexField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void BPTimerNonDedicated()
float & CorpseLifespanField()
void BP_OnIgnoredMoveToOrder(APlayerController *FromPC)
long double & LastTimeInSwimmingField()
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithGrapHook()
float GetDamageTorpidityIncreaseMultiplierScale()
BitFieldValue< bool, unsigned __int32 > bRagdollWasInWaterVolume()
bool IsMeshGameplayRelevant()
long double & LastTimeNotInFallingField()
UPrimitiveComponent * GetPrimaryHitComponent()
FRotator * GetViewRotation(FRotator *result)
int & CachedNumberOfClientRagdollCorrectionAttemptsField()
BitFieldValue< bool, unsigned __int32 > bForceTriggerIgnoredTraps()
float & OrbitCamZoomField()
float & DurabilityDegrateTheMeleeDamageCauserPercentField()
FVector * BPGetFPVViewLocation(FVector *result, APrimalCharacter *viewingCharacter)
BitFieldValue< bool, unsigned __int32 > bIgnoreSeatingDetachment()
void GiveDefaultWeaponTimer()
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
float GetBallistaReloadSpeedMultiplier()
bool CanTeleportOntoClosestValidRaft(APlayerController *ForPC, FVector *FoundLocation)
void PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bDidDie()
void ResetCollisionSweepLocation(FVector *newLocation)
void OnLanded(FHitResult *Hit)
FName & CapsulePreRagdollCollisionProfileNameField()
BitFieldValue< bool, unsigned __int32 > bCanUseWeapon()
TEnumAsByte< enum EMovementMode > & LastServerMovementModeField()
FName & DediOverrideCapsuleCollisionProfileNameField()
void BPNotifyBumpedPawn(APrimalCharacter *BumpedPawn)
FRotator * GetBaseAimRotation(FRotator *result)
bool SimulatedPreventBasedPhysics()
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
BitFieldValue< bool, unsigned __int32 > bTickStatusComponent()
long double & LastStoppedEatAnimationTimeField()
void FadeOutLoadingMusic()
void ServerSetTargeting_Implementation(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
float GetWeaponBaseSpeedModifier()
long double & LastStartedBasingOnRaftTimeField()
void OnEndDrag_Implementation()
void BPOnWeaponStartedAttack(int weaponAttackIndex, bool useAltAnim)
BitFieldValue< bool, unsigned __int32 > bIsRiding()
float & ServerSeatedViewRotationYawField()
bool BPIsBasedOnDynamicActor()
TArray< FRotator_NetQuantize > & LastReplicatedRagdollRotationsField()
BitFieldValue< bool, unsigned __int32 > bIgnoresMeleeStagger()
FVector & LastForceFallCheckBaseLocationField()
BitFieldValue< bool, unsigned __int32 > LastCheckedSubmergedFull()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
BitFieldValue< bool, unsigned __int32 > bShieldCoverRequiresAltInput()
void ServerSeatingStructureAction_Implementation(char ActionNumber)
void NotifyBumpedByPawn(APrimalCharacter *ByPawn)
BitFieldValue< bool, unsigned __int32 > bIsReplicatedRagdoll()
BitFieldValue< bool, unsigned __int32 > bIsTargeting()
BitFieldValue< bool, unsigned __int32 > bDelayFootstepsUnderMinInterval()
long double & CharacterDiedAtTimeField()
float & CorpseHarvestFadeTimeField()
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
UPrimalItem * GetShieldItem()
void PlayDyingPoint_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & ServerTargetCarriedYawField()
FRotator & OrbitCamRotField()
void GivePrimalItemWeapon(UPrimalItem *aPrimalItem)
float & BPTimerNonDedicatedMaxField()
void BPAddedAttachmentsForItem(UPrimalItem *anItem)
long double & LastRunningTimeField()
TArray< AActor * > * SortActorsByRelativeYaw(TArray< AActor * > *result, TArray< AActor * > *actors)
BitFieldValue< bool, unsigned __int32 > bInRagdoll()
bool CanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
FVector * OverrideNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
FRotator * BPCameraBaseOrientation(FRotator *result, APrimalCharacter *viewingCharacter)
void SetDynamicMusic(USoundBase *newMusic)
void NetAddCharacterMovementImpulse_Implementation(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
void PossessedBy(AController *NewController)
UStaticMesh * BolaStaticMeshOverrideField()
FRotator * BPLimitPlayerRotation(FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
FVector2D & LastRefreshedIslandInfoLocField()
void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
float & PoopAltItemChanceField()
bool BPIsGameplayInputAllowed(bool bCheckForFullBodyAnimations, UAnimMontage *IgnoreFullBodyMontage)
bool BP_ForceAllowAddBuffOfClass(TSubclassOf< APrimalBuff > BuffClass)
BitFieldValue< bool, unsigned __int32 > bIsReflectingDamage()
void ClientStopAnimation_Implementation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
BitFieldValue< bool, unsigned __int32 > bPreviousInCombatState()
BitFieldValue< bool, unsigned __int32 > bDebugIK()
float & FallingDamageHealthScaleBaseField()
float GetClientRotationInterpSpeed(FVector *RootLoc)
BitFieldValue< bool, unsigned __int32 > bDeathUseRagdoll()
BitFieldValue< bool, unsigned __int32 > bCanBeCarried()
UAnimSequence * GetSeatingAnimation()
bool ShouldAttackStopMoveCollapsing()
float GetCorpseDecayRate()
long double & LastInSwimmingSoundTimeField()
float & ScaleDeathHarvestHealthyByMaxHealthBaseField()
void DrawHUD(AShooterHUD *HUD)
bool IsControllingBallistaTurret()
float & BPTimerServerMinField()
BitFieldValue< bool, unsigned __int32 > bIsDead()
USoundCue * LeftSleepingSoundField()
BitFieldValue< bool, unsigned __int32 > bNoDamageImpulse()
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField()
bool CanDragCharacter(APrimalCharacter *Character)
float & SeatedOnShipDrawDistanceMultiplierField()
void PreInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bIsAmphibious()
void ServerCallFollowDistanceCycleOne(APrimalDinoCharacter *ForDinoChar)
void Net_OnIsStaggering(bool bNewStaggering, float PlayAnimAfterDelay, bool bPlayStaggerAnim)
void ServerToClientsPlayFireBallistaAnimation()
void WeaponClampRotation_Implementation(FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
void TurnAtRate(float Val)
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField()
float & ExtraMaxSpeedModifierField()
void LookUpAtRate(float Val)
long double & CorpseDestructionTimeField()
long double & LastReleaseSeatingStructureTimeField()
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField()
void ClientHandleNetDestroy()
FName & MeshRootSocketNameField()
BitFieldValue< bool, unsigned __int32 > bIsHitStaggering()
USoundCue * EnteredSleepingSoundField()
BitFieldValue< bool, unsigned __int32 > bWasAllBodiesSleeping()
bool PreventInputDoesOffset()
void TryCallAttackTarget()
float BPGetHUDOverrideBuffProgressBarPercent()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & ExtraReceiveDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipTeleporting()
float & RagdollImpactDamageVelocityScaleField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void ForceClearBase(bool bAlsoSetFallingMovementMode)
void NetOnJumped_Implementation()
void TakeFallingDamage(FHitResult *Hit)
float & ReplicatedCurrentTorporField()
void SetBoundsScale(float NewScale)
void DeathHarvestingFadeOut_Implementation()
bool IsValidLockOnTarget_Implementation(APawn *AttackerPawn)
bool PreventInputType(EPrimalCharacterInputType::Type inputType)
bool UseClearOnConsumeInput()
long double & StartedRidingTimeField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ServerCallStayOne(APrimalDinoCharacter *ForDinoChar)
void ServerCallFollowOne(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bDiedFromBack()
BitFieldValue< bool, unsigned __int32 > bIsNPC()
BitFieldValue< bool, unsigned __int32 > bIsWaterDino()
static void ForceUpdateCharacter(UWorld *World, APrimalCharacter *primalChar)
float GetCurrentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
BitFieldValue< bool, unsigned __int32 > bIsBlinking()
bool CharacterIsCarriedAsPassenger()
bool TraceForOpenTeleportLocation(FVector AtFloorLocation, FVector *OpenLocation, APrimalDinoCharacter *OnDino, bool bSnapToGround, float GroundCheckDistance)
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField()
void NotifyBumpedPawn(APawn *BumpedPawn)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void GiveDefaultWeapon(bool bForceGiveDefaultWeapon)
float & RunningMaxDesiredRotDeltaField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnAttachmentReplication()
float & CannonReloadMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedByPawn()
long double & MeshStopForceUpdatingAtTimeField()
void OnPrimalCharacterUnsleeped()
BitFieldValue< bool, unsigned __int32 > bBPPreventInputType()
TArray< AActor * > * GetBasedPawns(TArray< AActor * > *result)
BitFieldValue< bool, unsigned __int32 > bIsBeingDragged()
bool HasBuff(TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
void OnAttachedToCharacter()
FItemNetID & NextWeaponItemIDPrimaryField()
long double & TimeForNextValidShieldRaiseInField()
float & LastAttackedNearbyPlayerTimeField()
void ControllerLeavingGame(AShooterPlayerController *theController)
AShooterWeapon * CurrentWeaponField()
void BPNotifyBumpedByPawn(APrimalCharacter *ByPawn)
long double & ForceFootCacheUntilTimeField()
BitFieldValue< bool, unsigned __int32 > bIsPlayingLowHealthAnim()
BitFieldValue< bool, unsigned __int32 > bIsRespawn()
FVector * GetInterpolatedLocation(FVector *result)
float & MaxDragDistanceTimeoutField()
float & CharacterDamageImpulseMultiplierField()
FString & DescriptiveNameField()
long double & LastForceAimedCharactersTimeField()
void ValidatePaintingComponentOctree()
BitFieldValue< bool, unsigned __int32 > bDontActuallyEmitPoop()
FName & WeaponAttachPointSecondaryField()
long double & TimeStartedTargetingField()
FVector * OverrideWalkingVelocity(FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
void BPNetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
BitFieldValue< bool, unsigned __int32 > bUseBPTimerServer()
void OnRep_PaintingComponent()
BitFieldValue< bool, unsigned __int32 > bUseRecentHurtAmount()
TSubclassOf< AShooterWeapon > & DefaultWeaponField()
BitFieldValue< bool, unsigned __int32 > bSleepingDisableRagdoll()
long double & LastUnstasisTimeField()
long double & LastFootPhysicalSurfaceCheckTimeField()
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
void ServerSetTargeting(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
BitFieldValue< bool, unsigned __int32 > bUseHeavyCombatMusic()
BitFieldValue< bool, unsigned __int32 > bIsCarried()
TArray< APrimalBuff * > SeamlessTravelBuffsField()
APrimalStructureExplosiveTransGPS * CurrentTransponderField()
FVector & DeathActorTargetingOffsetField()
bool CanBeCarried(APrimalCharacter *ByCarrier)
float & OriginalCorpseLifespanField()
float & Teleport_OntoRaft_AllowedTopDeckZDistField()
BitFieldValue< bool, unsigned __int32 > bUseWeaponAdjustDamage()
TArray< UAnimMontage * > * GetCurrentlyPlayingAnimations(TArray< UAnimMontage * > *result, bool bReturnIfAnyFound, TArray< FName > SlotsToInclude, TArray< FName > SlotsToExclude, TArray< FName > TagsToInclude, TArray< FName > TagsToExclude, TArray< UAnimMontage * > AnimationsToExclude)
BitFieldValue< bool, unsigned __int32 > bIsControllingBallista()
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipMovement()
BitFieldValue< bool, unsigned __int32 > bPreventSimpleIK()
void DeactivateBuffs(TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
bool CanBaseOnActorWhileSwimming(AActor *BaseActor, FHitResult *HitInfo)
APrimalRaft * GetBasedOnRaft(bool bOnlyCountDirectBase, bool bOnlyCountIndirectBase)
long double & LastBasedOnRaftTimeField()
bool IsBlockingWithShield(bool bCheckActiveBlocking, float TimeFromTransitionEndToConsiderFinished)
float & MountedDinoTimeField()
void ChangedAnimationBlueprint()
bool IsMontagePlaying(UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
USoundCue * RunStopSoundField()
float & BaseLookUpRateField()
bool PreventsTargeting(AActor *ByActor)
bool IsOnSeatingStructure()
FVector & LastSubmergedCheckLocField()
long double & LastNetDidLandField()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity()
bool RaiseShield(EWeaponAttackInput::Type AttackInput)
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
FName * GetWeaponAttachPoint(FName *result, bool bSecondaryAttachPoint)
float BPGetGravityZScale()
FVector * GetRootBodyBoneLocation(FVector *result)
void NetReleaseSeatingStructure()
FVector & SimulatedInterpToLocField()
FRotator & ReplicatedRootRotationField()
TArray< float > & WeaponBreakLifesField()
BitFieldValue< bool, unsigned __int32 > bEnableIK()
bool IsCarryingSomething(bool bNotForRunning)
void ClientStopAnimationFPV(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
TArray< FName > & ReplicatedBonesField()
float & KillXPBaseField()
int & ServerLastFrameCounterChangeField()
APrimalDinoCharacter * GetBasedOnDinoOrRaft()
void RefreshBiomeZoneVolumes()
APrimalDinoCharacter * GetBasedOnDino()
void RefreshEquippedItemStatGroupModifiers()
UAnimMontage * LandedAnimField()
void TickMovementComponent(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis()
float & MaxFallSpeedField()
float GetIndirectTorpidityIncreaseMultiplierScale()
BitFieldValue< bool, unsigned __int32 > AutoStopReplicationWhenSleeping()
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
bool & bIgnoreSimulatedRotationField()
void UpdateBasedOnRaftInventory(float DeltaSeconds)
FVector & RagdollLastFrameLinearVelocityField()
FVector * GetDirectionalVectorByIndex(FVector *result, const int DirIndex)
bool ProcessInputAndStopFire(bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
static void StaticRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
BitFieldValue< bool, unsigned __int32 > ReplicateAllBones()
bool ForceAllowAddBuffOfClass(TSubclassOf< APrimalBuff > BuffClass)
BitFieldValue< bool, unsigned __int32 > bDraggedFromExtremitiesOnly()
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
FRotator & OldRotationField()
void CheckBlockingAndAdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
TArray< FVector_NetQuantize > & ReplicatedRagdollPositionsField()
TSubclassOf< UPrimalItem > & PoopAltItemClassField()
void UpdateNetDynamicMusic()
float GetLowHealthPercentage()
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMeshAndCollision()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
void EnableShipReducedCharacterDrawDistance(bool bIsFromSeatingStructure)
void LookInput(float Val)
BitFieldValue< bool, unsigned __int32 > bCanPlayLandingAnim()
void NetPlaySoundOnCharacter_Implementation(USoundBase *SoundToPlay, bool bPlayOnOwner)
APrimalStructureExplosive * GetAttachedExplosive()
void BPCharacterUnsleeped()
long double & TimeForNextValidShieldRaiseOutField()
void AttachGPSTransponder(APrimalStructureExplosiveTransGPS *Transponder)
UAnimMontage * IsPlayingAnyFullBodyAnimations(UAnimMontage *IgnoreFullBodyMontage)
UPrimalInventoryComponent * MyInventoryComponentField()
float & StartFallingImpactRagdollTimeIntervalField()
void BlueprintIsSwitchingWeapons(bool *bIsSwitchingWeapons, bool *bIsUnequipping)
void ServerDinoOrder(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
void ServerCallMoveToRaft(FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
BitFieldValue< bool, unsigned __int32 > bIKEnabled()
static UActorComponent * GetSnapshotComponent(AActor *From, FName Tag)
long double & LastStartedBeingCarriedTimeField()
void UnmarkAbortedForSeamlessTravel()
void ExecSetSleeping(bool bEnable)
void DeathHarvestingFadeOut()
int & CurrentFrameAnimPreventInputField()
BitFieldValue< bool, unsigned __int32 > bCanLandOnWater()
void BPOnMovementModeChangedNotify()
float & ClientForceSleepRagdollIntervalField()
UAnimMontage * DeathAnimFromBackField()
void TryGiveDefaultWeapon()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent()
int & RagdollPenetrationFailuresField()
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithOffset()
FString * PlayerCommand(FString *result, FString *TheCommand)
bool BP_CanTeleportOntoRaft(APrimalRaft *OnRaft, APlayerController *ForPC)
float & BaseTurnRateField()
bool CanSetShieldState(bool bLowerShield)
BitFieldValue< bool, unsigned __int32 > bUseBPOnAnimPlayedNotify()
float & Teleport_OntoRaft_TraceIntervalDistOverrideField()
bool AllowHurtAnimation()
float & DamageNotifyTeamAggroRangeFalloffField()
BitFieldValue< bool, unsigned __int32 > bIsImmobilized()
float & ExtraMeleeDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bBPModifyAllowedViewHitDir()
AActor * BPGetAimedActor(FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
float & StartWaveLockingThresholdField()
BitFieldValue< bool, unsigned __int32 > bAllowRun()
TArray< FRotator_NetQuantize > & ReplicatedRagdollRotationsField()
void UpdateRunSounds(bool bNewRunning)
float & LastDamageAmountMaterialValueField()
void DidTeleport(FVector newLoc, FRotator newRot)
float & MaxDragMovementSpeedField()
void InventoryItemUsed(UObject *InventoryItemObject)
FVector & CurrentRootLocField()
float & BuffedResistanceMultField()
FSeamlessIslandInfo * MyIslandInfoField()
TArray< TSubclassOf< APrimalBuff > > & DefaultBuffsField()
FVector * GetAbsoluteDynamicBasedLocation(FVector *result)
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
long double & CorpseDestructionTimerField()
APrimalCharacter * DraggedCharacterField()
BitFieldValue< bool, unsigned __int32 > bIsFlyerDino()
BitFieldValue< bool, unsigned __int32 > bBPCameraRotationFinal()
float & RagdollReplicationIntervalField()
float & SimpleIkRateField()
float & BaseTargetingDesirabilityField()
bool ProcessInputAndStartFire(bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput()
FName & MeshPreRagdollCollisionProfileNameField()
bool IsGameInputAllowed()
void SetTargeting(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
int & NumberOfClientRagdollCorrectionAttemptsField()
FVector * GetCapsuleBottomLocation(FVector *result)
long double & LastTookDamageTimeField()
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
long double & LastStartFallingRagdollTimeField()
void CheckJumpInput(float DeltaTime)
float & EffectorInterpSpeedField()
UAudioComponent * RunLoopACField()
BitFieldValue< bool, unsigned __int32 > bIsStaggering()
BitFieldValue< bool, unsigned __int32 > bIsEnemyAI()
void CheckJumpOutOfWater()
void FinalLoadedFromSaveGame()
FVector * GetAdjustedMeleeLockOnPointOffset(FVector *result)
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimationForCrouch()
BitFieldValue< bool, unsigned __int32 > bPreventRunningWhileWalking()
BitFieldValue< bool, unsigned __int32 > bIsDraggingDinoStopped()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllImmobilizationTraps()
UAnimSequence * GetShieldHeldAnimation()
bool IsInStatusState(EPrimalCharacterStatusState::Type StatusStateType)
void ServerCallMoveTo(FVector MoveToLoc, AActor *TargetActor)
float & PreviewCameraMaxZoomMultiplierField()
FVector * GetTargetPathfindingLocation(FVector *result)
void TryCutEnemyGrapplingCable()
void PlayHitEffectRadial(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bIsMounted()
BitFieldValue< bool, unsigned __int32 > bTargetingParry()
long double & StopRidingTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBallistaAimOffset()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void SetRagdollReplication(bool Enabled)
void OnRep_CurrentWeapon(AShooterWeapon *LastWeapon)
UObject * GetUObjectInterfaceTargetableInterface()
float & TPVStructurePlacingHeightMultiplierField()
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
void ForceTickPoseDelta()
float & MaxDragDistanceField()
FString & TribeNameField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileSwimming()
void OnDetachedFromCharacter(APrimalCharacter *aCharacter, int OverrideDirection)
TSubclassOf< UPrimalItem > & PoopItemClassField()
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bDisablePawnTick()
bool PreventsTargeting_Implementation(AActor *ByActor)
void DrawLocalPlayerHUD(AShooterHUD *HUD)
UAnimSequence * DefaultShieldAnimationField()
float & DamageNotifyTeamAggroRangeField()
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI()
float GetCorpseLifespan()
EWeaponAttackInput::Type & LastShieldBlockingInputPressedField()
float & LevelForMaxAIDifficultyField()
void ClientPlayAnimation_Implementation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Seating()
long double & NextBPTimerNonDedicatedField()
BitFieldValue< bool, unsigned __int32 > bUsePoopAnimationNotify()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
void NetForceUpdateAimedCharacters_Implementation(FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
bool BPPreventInputType(EPrimalCharacterInputType::Type inputType)
float BP_GetMaxSpeedModifier()
BitFieldValue< bool, unsigned __int32 > bSleepedWaterRagdoll()
long double & LastTimeBasedMovementHadCurrentActorField()
BitFieldValue< bool, unsigned __int32 > bMissingDynamicBase()
BitFieldValue< bool, unsigned __int32 > bBPHUDOverideBuffProgressBar()
void DisableShipReducedCharacterDrawDistance(bool bIsFromSeatingStructure)
void BPRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
UAnimMontage * lastPlayedMountAnimField()
void SetRunning(bool bNewRunning)
BitFieldValue< bool, unsigned __int32 > bIsDraggedWithOffset()
bool CanJumpInternal_Implementation()
int & NumFallZFailsField()
float & BPTimerServerMaxField()
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField()
AActor * GetAimedActor(ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
BitFieldValue< bool, unsigned __int32 > bWasLocallyControlled()
void ClientStopAnimationFPV_Implementation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
bool BPCanNotifyTeamAggroAI(APrimalDinoCharacter *Dino)
void OnClientPairedNetGUID()
void ServerCallAggressive()
void CheckRagdollPenetration()
float & MinTimeBetweenFootstepsRunningField()
bool IsRunning(bool bIncludeFalling, bool bIncludeRunTurning)
FPrimalCharacterNotifyAttackStarted & NotifyAttackStartedField()
TSubclassOf< APrimalBuff > & PostFeatStaminaRecoveryCooldownDebuffField()
TArray< USoundCue * > FootStepSoundsPhysMatField()
TArray< TWeakObjectPtr< APrimalCharacter > > & CharactersGrappledToMeField()
float ConsumeWeaponBreakLife(UClass *WeaponClass, float BreakWeightToConsume)
FName & SocketOverrideTargetingLocationField()
void OnBeginDrag(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
APrimalBuff * GetBuff(TSubclassOf< APrimalBuff > BuffClass, bool bOnlyReturnSkillBuff, bool bOnlyReturnActivatedBuff, bool bUseExactMatch)
void DoFindGoodSpot(FVector RagdollLoc, bool bClearCollisionSweep)
char & TribeGroupInventoryRankField()
BitFieldValue< bool, unsigned __int32 > bBPLimitPlayerRotation()
long double & LocalLastHurtTimeField()
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Based()
FName & SnaredFromSocketField()
void StartedFiringWeapon(bool bPrimaryFire)
FVector & OldLocationField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
bool CanDie(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void GetBuffs(TArray< APrimalBuff * > *TheBuffs)
void BPCharacterSleeped()
UTexture2D * GetOverrideDefaultCharacterParamTexture(FName theParamName, UTexture2D *CurrentTexture)
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
void ServerTryPoop_Implementation()
float GetWeaponRunSpeed()
void ServerSetRunning_Implementation(bool bNewRunning)
void Poop(bool bForcePoop)
void PlayDyingGeneric(float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
long double & DisableUnBasingUntilField()
void OnStartBreakingAttack()
float & DamageNotifyTeamAggroMultiplierField()
void PlayDyingPoint(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void ExecSetPawnSleeping(bool bEnable)
float & FullIKDistanceField()
USoundCue * EnteredSwimmingSoundField()
float & MinTimeBetweenFootstepsField()
float GetPercentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
float & AddForwardVelocityOnJumpField()
bool TryTeleportToTargetLocation(APrimalRaft *OnRaft, FVector TargetLocation, APlayerController *ForPC)
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField()
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
FVector & GroundCheckExtentField()
bool IsShieldTransitioningOut(float TimeFromEndToConsiderFinished)
void UpdateSwimmingState()
AActor * ImmobilizationActorField()
void SetDeath(bool bForceRagdoll)
bool IsBlockingWithWeapon()
BitFieldValue< bool, unsigned __int32 > bIsBuffed()
BitFieldValue< bool, unsigned __int32 > bIsViewingInventory()
float & LastBasedOnRaftOpenWaterSpoilingMultField()
bool IsDraggingCharacter()
void ClientEndRagdollUpdate()
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField()
void UpdateStatusComponent(float DeltaSeconds)
void OnAttachedToSeatingStructure()
void LocalPossessedBy(APlayerController *ByController)
int & customBitFlagsField()
float GetDefaultMovementSpeed()
void OnClientReceivedTransformAfterPairingNetGUID(FVector *Loc, FRotator *Rot)
BitFieldValue< bool, unsigned __int32 > bPreventTargetingAndMovement()
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoEnemyRafts()
USoundBase * EndDraggedSoundField()
APrimalRaft * BP_FindClosestTeleportRaft(APlayerController *ForPC, UPrimitiveComponent *BasedOn)
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimation()
bool ForceAddUnderwaterCharacterStatusValues()
FName & DragBoneNameField()
BitFieldValue< bool, unsigned __int32 > bFlyingOrWaterDinoPreventBackwardsRun()
void InitializedAnimScriptInstance()
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField()
UTexture2D * PoopIconField()
bool IsShieldTransitioningIn(float TimeFromEndToConsiderFinished)
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
static void StaticRegisterNativesAPrimalCharacter()
float & RunningSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanNotifyTeamAggroAI()
FVector & TargetPathfindingLocationOffsetField()
long double & LastWalkingTimeField()
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
float PlayAnimEx(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
FName & DragSocketNameField()
bool CanBeTargetedBy(ITargetableInterface *Attacker)
float GetCharacterLevel()
float & FootPhysicalSurfaceCheckIntervalField()
void NetStopAllAnimMontage()
void ServerCallSetAggressive()
void NetPlaySoundOnCharacter(USoundBase *SoundToPlay, bool bPlayOnOwner)
bool IsValidForStatusUpdate()
void EnableBPTimerNonDedicated(bool bEnable)
void BPInventoryItemRepairedOrBroken(UPrimalItem *TheItem, bool bIsBroken)
BitFieldValue< bool, unsigned __int32 > bCacheRidingDinoWeapon()
BitFieldValue< bool, unsigned __int32 > bAllowDamageWhenMounted()
void PostNetReceiveVelocity(FVector *NewVelocity)
void OnEndDragged(APrimalCharacter *Dragger)
bool CanTeleportOntoRaft(APrimalRaft *OnRaft, APlayerController *ForPC)
void ServerPlayFireBallistaAnimation()
FTransform & LocalDraggedCharacterTransformField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
void BPOnAnimPlayedNotify(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
BitFieldValue< bool, unsigned __int32 > bPreventJump()
bool IsShieldTransitioning(float TimeFromEndToConsiderFinished)
BitFieldValue< bool, unsigned __int32 > bSleepingDisableIK()
bool IsValidCharacterToPreventClaiming(int AttackerTeam)
bool IsAttachedToSomething()
BitFieldValue< bool, unsigned __int32 > bDeathKeepCapsuleCollision()
BitFieldValue< bool, unsigned __int32 > bIsDragging()
BitFieldValue< bool, unsigned __int32 > bHasDynamicBase()
long double & NextRefreshedIslandInfoTimeField()
float & GlideMaxCarriedWeightField()
int & LastYawSpeedWorldFrameCounterField()
bool GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, AActor *IgnoredActor)
BitFieldValue< bool, unsigned __int32 > bPreventLiveBlinking()
float GetFallAcceleration()
void OnJumped_Implementation()
bool CanMountOnMe(APrimalDinoCharacter *dinoCharacter)
long double & LastTimePressedInputField()
void DualWieldingSwitchSideWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
UAnimMontage * DeathAnimField()
BitFieldValue< bool, unsigned __int32 > bWantsToRaiseShield()
float & BPTimerNonDedicatedMinField()
void ServerCallAttackTarget(AActor *TheTarget)
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedPawn()
void MoveForward(float Val)
BitFieldValue< bool, unsigned __int32 > bForceTurretFastTargeting()
float & LastFallingZField()
FVector & MeshPreRagdollRelativeLocationField()
void PostInitializeComponents()
FVector * GetCapsuleTopLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bRagdollIgnoresPawnCapsules()
FName & NonDediOverrideMeshCollisionProfileNameField()
int & Teleport_OntoRaft_MaxTraceCountField()
BitFieldValue< bool, unsigned __int32 > bReadyToPoop()
void CaptureCharacterSnapshot(UPrimalItem *Item)
FVector & TPVCameraOrgOffsetField()
bool GiveKillExperience()
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance()
EPhysicalSurface & LastFootPhysicalSurfaceTypeField()
void ClientDidPoop_Implementation()
float & ClientRotationInterpSpeedMultiplierGroundField()
void LocalUnpossessed_Implementation()
float & SimulatedInterLocSpeedField()
float & RunMinVelocityRotDotField()
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFX()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
BitFieldValue< bool, unsigned __int32 > bCanBeTorpid()
float GetDragWeight(APrimalCharacter *ForDragger)
TArray< UAnimMontage * > AnimationsPreventInputField()
void ClientStopAnimation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
long double & LastPlayedFootstepTimeField()
UAnimMontage * HurtAnimField()
float & ReplicatedMaxTorporField()
bool TryLandingOnRaft(APlayerController *ForPC)
void EndForceSkelUpdate()
float SetHealth(float newHealth)
TArray< FVector_NetQuantize > & LastReplicatedRagdollPositionsField()
static UClass * StaticClass()
static UActorComponent * CreateSnapshotComponent(AActor *For, UObject *Template, FName Tag, FName Name)
FVector & MeleeLockOnPointOffsetField()
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFXAndUseDmgTypeSound()
APrimalBuff * GetBuffForPostEffect(UMaterialInterface *anEffect)
BitFieldValue< bool, unsigned __int32 > bCanIgnoreWater()
void ServerPrepareForSeamlessTravel_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsSleeping()
bool IsValidForCombatMusic()
FString * GetShortName(FString *result)
FName & RootBodyBoneNameField()
void StopAllAnimMontages(float BlendOutTime)
float & MaxCursorHUDDistanceField()
void RemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
float BPGetExtraMeleeDamageModifier()
void ServerSetRunning(bool bNewRunning)
float BPAdjustDamage(float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterNewFallVelocity()
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField()
BitFieldValue< bool, unsigned __int32 > bIsBigDino()
bool IsSwitchingWeapons()
BitFieldValue< bool, unsigned __int32 > bUseBPTimerNonDedicated()
BitFieldValue< bool, unsigned __int32 > bNoPhysics()
void NetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponEquipped()
void StopAnimMontage(UAnimMontage *AnimMontage)
TWeakObjectPtr< UPrimitiveComponent > & LastMovementBaseField()
float & ClientLocationInterpSpeedField()
float BPGetAddForwardVelocityOnJump_Implementation()
BitFieldValue< bool, unsigned __int32 > bSetDeath()
bool BPOverrideFPVViewLocation(APrimalCharacter *viewingCharacter)
BitFieldValue< bool, unsigned __int32 > bUseMeleeDamageMultiplierForProjectiles()
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify()
BitFieldValue< bool, unsigned __int32 > LastIsInsideVaccumSealedCube()
FName & PreAttachToSeatingStructureCollisionProfileNameField()
void ClientRagdollUpdate(TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
BitFieldValue< bool, unsigned __int32 > bRagdollRetainAnimations()
float & ReplicatedMaxInventoryWeightField()
FVector & TPVCameraOffsetMultiplierField()
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoRafts()
void OnShieldDefenseBroken(float StaggerTime)
FVector * BPOverrideCharacterNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
long double & LastHitDamageTimeField()
USoundBase * NetDynamicMusicSoundField()
BitFieldValue< bool, unsigned __int32 > bDieIfLeftWater()
BitFieldValue< bool, unsigned __int32 > bIsClimbing()
bool BPShouldLimitForwardDirection()
BitFieldValue< bool, unsigned __int32 > bSleepingUseRagdoll()
void NotifyItemRemoved(UPrimalItem *anItem)
float GetMaxStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
void TakeSeatingStructure(APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
BitFieldValue< bool, unsigned __int32 > bForceIKOnDedicatedServer()
void NativeSimulateHair(TArray< FVector > *CurrentPos, TArray< FVector > *LastPos, TArray< FVector > *RestPos, TArray< FVector > *PivotPos, TArray< float > *RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, FVector ShoulderLCollisionOffset, float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset, float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset, float HeadHairCollisionRadius, FVector NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, FTransform LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
bool IsSitting(bool bIgnoreLockedToSeat)
FVector & LastHitWallSweepCheckLocationField()
long double & NextBPTimerServerField()
float BPModifyViewHitDir(APrimalCharacter *viewingCharacter, float InViewHitDir)
void OnDetachedFromSeatingStructure(APrimalStructureSeating *InSeatingStructure)
BitFieldValue< bool, unsigned __int32 > bPlayingRunSound()
float & TargetCarriedYawField()
void FellOutOfWorld(UDamageType *dmgType)
float & Teleport_OntoRaft_CheckRadiusField()
EWeaponAttackInput::Type & LastInputPressedField()
FVector & PreviousRagdollLocationField()
void StartStaggering(float staggeringTime, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
BitFieldValue< bool, unsigned __int32 > bReplicateDamageMomentum()
void TagFriendlyStructures()
bool HasShieldAttackForInput(EWeaponAttackInput::Type AttackInput)
UPrimalHarvestingComponent * MyDeathHarvestingComponentField()
long double & LastMyRaftTakeDamageFromEnemyTimeField()
FRotator & MeshPreRagdollRelativeRotationField()
BitFieldValue< bool, unsigned __int32 > bIsBeingDraggedByDino()
bool IsAlliedWithOtherTeam(int OtherTeamID)
BitFieldValue< bool, unsigned __int32 > bPreventTargetingByTurrets()
BitFieldValue< bool, unsigned __int32 > bOnlyPlayPoopAnimWhileWalking()
bool IsSubmerged(bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
bool UseFastTurretTargeting()
long double & LastLocalHitMarkerTimeField()
void SetEnableIK(bool bEnable, bool bForceOnDedicated)
void MoveRight(float Val)
long double & LocalLastViewingInventoryTimeField()
BitFieldValue< bool, unsigned __int32 > bCanDrag()
void BPNotifyDroppedItemPickedUp(ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
long double & LastSpecialDamageTimeField()
float & TamedDinoCallOutRangeField()
void Tick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bFirstTicked()
void NetUpdateTribeName_Implementation(FString *NewTribeName)
int & SeatingStructureSeatNumberField()
void OnStartFireQuinary()
USoundCue * DeathSoundField()
TArray< FAssetMatcher > & DamageTypeHurtAnimOverridesField()
FName & NonDediOverrideCapsuleCollisionProfileNameField()
void RemoveAllJumpDeactivatedBuffs(APrimalBuff *IgnoredBuff)
void StartHitStaggering(float staggeringTime)
USoundCue * HurtSoundField()
BitFieldValue< bool, unsigned __int32 > bUseAmphibiousTargeting()
BitFieldValue< bool, unsigned __int32 > bPreventMovement()
BitFieldValue< bool, unsigned __int32 > bMarkForDestruction()
float & ClientRotationInterpSpeedField()
float & GlideGravityScaleMultiplierField()
void Net_OnIsStaggering_Implementation(bool bNewStaggering, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
float & RagdollDeathImpulseScalerField()
UPaintingTexture * GetPaintingTexture(bool bForTattoo, UPrimalPlayerData *TattooPlayerData)
bool IsInVacuumSealedSpace()
bool CanBeBaseForCharacter(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis()
void PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
void OnStopBreakingAttack()
float & currentStaggeringTimeField()
void TryAccessInventoryWrapper()
float & RagdollImpactDamageMinDecelerationSpeedField()
float & RecentHurtAmountField()
TArray< USoundCue * > LandedSoundsPhysMatField()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMesh()
FRotator * BPCameraRotationFinal(FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
void BPNetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
int GetNearestBoneIndexForDrag(APrimalCharacter *Character, FVector HitLocation)
FString * GetDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveForward()
long double & BlinkTimerField()
FItemNetID & NextWeaponItemIDSecondaryField()
BitFieldValue< bool, unsigned __int32 > bLockedToSeatingStructure()
FVector & CurrentLocalRootLocField()
FVector & LastApproximatePhysVolumeLocationField()
bool IsValidForStatusRecovery()
void NetStopAllAnimMontage_Implementation()
float & ReplicatedCurrentHealthField()
float & HalfLegLengthField()
BitFieldValue< bool, unsigned __int32 > bOnlyHasRunningAnimationWhenWalking()
void TryCallFollowDistanceCycleOne()
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField()
void StopAnimExFPV(UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
FName & DediOverrideMeshCollisionProfileNameField()
static void ForceUpdateAimedCharacters(UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
void DropAllCarriedAndPassengers()
void PlayHitEffectGeneric_Implementation(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bAimGettingCharacterMeshRotation()
BitFieldValue< bool, unsigned __int32 > bIsHoldingPrimaryFire()
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField()
FVector * BPModifyForwardDirectionInput(FVector *result, FVector *directionInput)
float & PreviewCameraDefaultZoomMultiplierField()
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk()
BitFieldValue< bool, unsigned __int32 > bTicksOnClient()
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
float & LastHurtByNearbyPlayerTimeField()
float & GrabWeightThresholdField()
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame()
float & BuffedDamageMultField()
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
TArray< TEnumAsByte< enum EWeaponAttackInput::Type > > & ShieldCoverInputsField()
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments()
void NetDidLand_Implementation()
USoundCue * PoopSoundField()
UAnimMontage * FireBallistaAnimationField()
bool IsBasedOnRaft(APrimalRaft *SpecificRaft)
FName & WeaponAttachPointField()
FRotator * GetInterpolatedRotation(FRotator *result)
bool AnimationPreventsInput(bool bTestingForFirstPerson)
EPhysicalSurface GetFootPhysicalSurfaceType(bool bForce)
FVector * GetTargetingLocation(FVector *result)
UAnimMontage * ShieldCrouchedCoverAnimField()
float & CorpseDraggedDecayRateField()
void OnBeginDragged(APrimalCharacter *Dragger)
BitFieldValue< bool, unsigned __int32 > bOnlyAllowRunningWhileFlying()
long double & LastRelevantToPlayerTimeField()
bool IsDodgeDirectionAllowed(int DodgeDirection)
void UpdateStencilValues()
void ServerDinoOrder_Implementation(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
void NetReleaseSeatingStructure_Implementation()
TArray< UClass * > WeaponBreakClassesField()
void ClientPlayAnimation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
UPrimalItem_Shield * GetYarkShieldItem()
void NetUpdateTribeName(FString *NewTribeName)
FVector * AnimGraphGetInterpolatedLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseBPGetGravity()
void RefreshMyIslandInfo()
BitFieldValue< bool, unsigned __int32 > bAllowFullSubmergedCheck()
void OnActorEnterWater(USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
AShooterCharacter * LastGrapHookPullingOwnerField()
BitFieldValue< bool, unsigned __int32 > bViewingInventory()
APrimalCharacter * DraggingCharacterField()
TArray< TSubclassOf< APrimalBuff > > & PossessionBuffsField()
void DidTeleport_Implementation(FVector newLoc, FRotator newRot)
BitFieldValue< bool, unsigned __int32 > bCanForceSkelUpdate()
BitFieldValue< bool, unsigned __int32 > bCurrentFrameAnimPreventInput()
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField()
void BPOnWeaponEquipped()
FVector & TPVCameraOffsetField()
void ClientPrepareForSeamlessTravel_Implementation()
BitFieldValue< bool, unsigned __int32 > bCanRun()
BitFieldValue< bool, unsigned __int32 > bWantsToLowerShield()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents()
float & LowHealthPercentageField()
float & LandedSoundMaxRangeField()
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocation()
BitFieldValue< bool, unsigned __int32 > bWantsToRun()
BitFieldValue< bool, unsigned __int32 > bUseHealthDamageMaterialOverlay()
void ClearMountedDino(bool fromMountedDino)
void ServerGiveDefaultWeapon(bool bOnlyGiveDefaultWeapon)
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
long double & StartDraggingTimeField()
USceneComponent * GetParticleBaseComponent()
void WeaponClampRotation(FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
float & TwoLeggedVirtualPointDistFactorField()
void ClientFailedPoop_Implementation()
void BP_OnTeleportOntoRaft(APrimalRaft *OntoRaft)
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & DefendingInterruptLevelMultiplierField()
long double & ForceCheckPushThroughWallsTimeField()
BitFieldValue< bool, unsigned __int32 > bForceNetDidLand()
float GetImmersionDepth(bool bUseLineTrace)
bool DinoMountOnMe(APrimalDinoCharacter *dinoCharacter, bool bForce)
TWeakObjectPtr< APrimalDinoCharacter > & LastBasedOnRaftField()
BitFieldValue< bool, unsigned __int32 > bIsOnSeatingStructure()
FName & PreviousAwakeCollisionProfileNameField()
APrimalRaft * FindClosestTeleportRaft(APlayerController *ForPC)
void EnableBPTimerServer(bool bEnable)
void UnequipPrimalItemSideWeapon(bool bIsPrimaryWeapon, bool bIsSwitch)
int GetDirectionalIndexByVector(FVector *TestVec, bool isDodgeTest, float Tolerance)
BitFieldValue< bool, unsigned __int32 > bDediForceUnregisterSKMesh()
BitFieldValue< bool, unsigned __int32 > bClientSetCurrentAimRot()
void PlayShieldHitResponse(bool bUseHitParticles)
void UnProne(bool bClientSimulation)
USoundCue * RunLoopSoundField()
float & ReplicatedMaxHealthField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bRemoteRunning()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
void SetShieldState(bool bLowerShield, bool bSkipShieldAnim)
void OnIgnoredMoveToOrder(APlayerController *FromPC)
BitFieldValue< bool, unsigned __int32 > bCanSitOnStructures()
long double & NextBlinkTimeField()
float & NonRelevantServerForceSleepRagdollIntervalField()
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger()
TArray< FName > & BonesToIngoreWhileDraggedField()
void ProcessStaggerForDefender(AActor *DamageCauser, int AttackerAttackIndex, int DefenderAttackIndex, bool bWasAttackBlocked)
float BPModifyFOV_Implementation(float FOVIn)
long double & LastBumpedDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanStagger()
BitFieldValue< bool, unsigned __int32 > bCanBeDragged()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisWhenDead()
void PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
bool IsValidCharacterToDoClaiming(int VictimTeam)
long double & LastTimeSubmergedField()
bool & bWildUseDeltaZTargetingForFlyerPawnOrBigDinoField()
BitFieldValue< bool, unsigned __int32 > bAttackForcesRunning()
float & Teleport_CheckInterval_MINField()
float & ForcedFleeDurationField()
bool & bUseBPShouldNotifyNeighborField()
BitFieldValue< bool, unsigned __int32 > bUseBP_TamedOverrideHorizontalLandingRange()
FRotator & AttackRotationRateField()
BitFieldValue< bool, unsigned __int32 > bRestrictWanderingToSeamlessWorldGridExtents()
bool HumanIsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & AttackIntervalField()
void EndForceFleed_Implementation()
float & WanderFlyingMinZHeightAboveGroundField()
float & AggroFactorDamagePercentageMultiplierField()
AActor * GetAggroEntriesAttackerAtIndex(int Index)
float & BelowDeltaZAttackRangeField()
float & AggroNotifyNeighborsRangeFalloffField()
BitFieldValue< bool, unsigned __int32 > bAlwaysStartledWhenAggroedByNeighbor()
float & DamagedForceAggroIntervalField()
float & MovingAroundBlockadeDirectionField()
float & LandDinoMaxFlyerTargetDeltaZField()
FVector & LastBlockadeHitLocationField()
float & AggroFactorDecreaseGracePeriodField()
bool OverrideHasReachedGoalWithUseHeight(FVector *GoalLoc, float UseRadius, float UseHeight, float ZDelta)
float & MinimumWanderGroundNormalZField()
float & TargetingDistanceReductionFactorLinearField()
float & WildBelowDeltaZTargetingRangeField()
FVector * GetWanderAroundActorDestination(FVector *result, APrimalDinoCharacter *dinoCharacter, FVector originalDestination)
float & MoveAroundObjectMaxVelocityField()
BitFieldValue< bool, unsigned __int32 > bIgnoreWaterOrAmphibiousTargets()
TArray< float > & TamedAITargetingRangeMultipliersField()
bool BPForceTargetDinoRider(AShooterCharacter *playerTarget)
bool ShouldForceRunWhenAttacking()
long double & LastTeleportCheckTimeField()
float & ForceAbortAfterUnconfirmedMoveTimeField()
BitFieldValue< bool, unsigned __int32 > bNotifyBPTargetSet()
bool MoveAroundBlockade(FVector PreBumpLocation, AActor *BlockadeActor, UPrimitiveComponent *OtherComp, float BlockadeWidth, FVector HitNormal, FVector HitLocation, bool SkipBlockingCheck)
float & FlyingReachedDestinationThresholdOffsetField()
TArray< TSubclassOf< AActor > > & TamedTargetingDesireMultiplierClassesField()
float & MinAggroValueField()
float & SeekingPercentChanceToFlyField()
BitFieldValue< bool, unsigned __int32 > bUseBPSetupFindTarget()
void RebootBrainComponent()
float & TamedCorpseFoodTargetingRangeField()
bool IsWithinAttackRange(AActor *Other, bool bForceUseLastAttackIndex)
FVector & MovingAroundBlockadePointField()
bool & bDontWanderField()
float & WanderRequireMinimumDistanceFromShoreField()
BitFieldValue< bool, unsigned __int32 > bRidingPlayerTargetDino()
float GetMinAttackRange()
bool UseLowQualityBehaviorTreeTick()
AActor * BPUpdateBestTarget(AActor *bestTarget, bool dontSetIn, bool *dontSetOut)
bool IsForceTargetDinoRider(AShooterCharacter *playerTarget)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & AttackRotationGroundSpeedMultiplierField()
void OnReachedMoveToActor()
float & NaturalMinDepthZField()
float & LastBlockadeWidthField()
float & TamedMaxFollowDistanceField()
void OnRep_CurrentMoveToActor()
BitFieldValue< bool, unsigned __int32 > bUseFlyingTargetOffsets()
bool & bUseOverlapTargetCheckTracesField()
BitFieldValue< bool, unsigned __int32 > bDisableForceFlee()
float & DieIfLeftWaterTargetUnsubmergedTimeoutField()
FVector & DynamicTargetActor_RelLocation_RandOffsetField()
float & FlyingWanderRandomDistanceAmountField()
FVector & LastCheckAttackRangePawnLocationField()
TArray< TSubclassOf< AActor > > & WildTargetingDesireMultiplierClassesField()
float & AboveDeltaZAttackRangeField()
FVector & LastFleeLocCheckField()
float & DieIfLeftWaterWanderMinimumWaterHeightMultiplierField()
float & ForceFleeUnderHealthPercentageField()
AActor * LastMovingAroundBlockadeActorField()
void SetTarget(AActor *InTarget, bool bDontAddAggro, bool bOverlapFoundTarget)
float & TamedFollowAcceptanceHeightOffsetField()
float & ForcedAggroTimeCounterField()
BitFieldValue< bool, unsigned __int32 > bIgnoreMoveAroundBlockade()
AActor * CurrentMoveToActorField()
bool & bFocusOnTargetDuringAttackField()
void Possess(APawn *InPawn)
BitFieldValue< bool, unsigned __int32 > bNotAllowedToFindTargets()
float & AIFlightMaxLandingZDistanceField()
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayerOrTamed()
void SetAttackRotationRate()
float & AbortMoveCheckInterval_MAXField()
float GetAcceptanceHeightOffset()
float GetAggroNotifyNeighborsRange_Implementation()
float & AggroToAddUponRemovingTargetField()
float & WanderFlyingClampZHeightAboveGroundField()
FVector & LastCheckAttackRangeClosestPointField()
BitFieldValue< bool, unsigned __int32 > bFlyingUseMoveAroundBlockade()
float & AbortMoveCheckInterval_CurrentField()
FVector * GetRandomBiasedDestination(FVector *result, FVector LocOverride, float MinDistanceAmount, float RandomDistanceAmount, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
bool BPOverrideIgnoredByWildDino(AActor *wildDinoToIgnore)
float & MinAttackIntervalForFleeingField()
float & RangeTargetWildDinosMultiplierField()
bool BPShouldNotifyNeighbor(APrimalDinoCharacter *neighbor)
void ResetAccelerationFollowsRotation()
void StopBrainComponent(FString reason)
float & WanderRandomDistanceAmountField()
float & FindLandingPositionZOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPUpdateBestTarget()
long double & ForcedMoveToUntilTimeField()
float & DieIfLeftWaterReachedRadiusDistanceCheckMultiplierField()
float & TamedFollowAcceptanceRadiusOffsetField()
void SetAttackGroundSpeed()
AActor * GetCorpseFoodTarget()
float & MoveAroundBlockadeAdditionalWidthField()
int & RaftMoveToMaxNumRetriesField()
void NotifyTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
AActor * LastValidMoveToActorField()
float & TargetsRequireMinimumDistanceFromShoreField()
BitFieldValue< bool, unsigned __int32 > bCanUseAttackStateOnTargetChange()
FVector & StartMovingAroundBlockadeLocationField()
bool CalculateAndSetWonderingAIState(bool *StateChanged)
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
float & NaturalMaxDepthZField()
float & AttackRotationRangeDegreesField()
BitFieldValue< bool, unsigned __int32 > bUseBPTargetingDesire()
TWeakObjectPtr< AActor > & ForcedAttackTargetField()
BitFieldValue< bool, unsigned __int32 > bAllowForceFleeToSameTargetingTeam()
long double & LastForcedFleeTimeField()
bool & bRequireAbsoluteDamageForNeighborNotificationField()
void RestartBrainComponent()
FVector & LastConfirmedMoveLocationField()
float GetAttackRotationRangeDegrees()
long double & LastAbortMoveCheckTimeField()
static void StaticRegisterNativesAPrimalDinoAIController()
BitFieldValue< bool, unsigned __int32 > bUseTargetingDesireMultiWithTamedTargets()
float & AggroNotifyNeighborsRangeField()
float BPGetTargetingDesire(AActor *ForTarget, float ForTargetingDesireValue)
FVector & FlyingTargetFocalPositionOffsetField()
bool IsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged)
float & DieIfLeftWaterAbsoluteMinimumWaterDestinationExtraHeightField()
float & AggroToAddUponAcquiringTargetField()
long double & LastBlockadeCheckTimeField()
float GetAcceptanceRadiusOffset()
long double & LastFleeLocCheckTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPForceTargetDinoRider()
void ApplyWeaponRangeOverrides(AShooterWeapon *Weapon)
float & WildAboveDeltaZTargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDockedShips()
bool & bUseAlternateMovePointField()
bool CheckForForceAbortMove(FVector *GoalLoc)
FVector & DynamicTargetActor_RelLocationField()
void ResetRotationUseAcceleration()
float & FleeFromAttackTimeLimitField()
float & AttackRangeField()
static FVector * StaticGetRandomWanderDestination(FVector *result, APrimalDinoCharacter *TargetCharacter, APrimalDinoAIController *TargetAIController, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
BitFieldValue< bool, unsigned __int32 > bUseCombatMoveTowardsTargetOffset()
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayers()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideIgnoredByWildDino()
long double & LastExecutedAttackTimeField()
bool & bNotifyNeighborsWithoutDamageField()
int GetAggroEntriesCount()
void PauseBrainComponent(FString reason)
FVector & LastCheckAttackRangeTargetLocationField()
FVector & FlyingMoveTowardsTargetOffsetField()
bool IsPawnSwimmingTowardsOceanGoal()
float & AggroNotifyNeighborsMultiplierField()
FRotator * GetAttackRotationRate(FRotator *result)
float & Teleport_CheckInterval_MAXField()
BitFieldValue< bool, unsigned __int32 > bRidingDinoTargetPlayer()
bool & bAICanTargetRaftsField()
float & PercentageTorporForFleeingField()
TArray< TSubclassOf< APrimalDinoCharacter > > & AggroNotifyNeighborsClassesField()
BitFieldValue< bool, unsigned __int32 > bForcedAggro()
float & FollowStoppingDistanceField()
bool & bUseOverlapTargetCheckField()
float & FleeFromAttackCoolDownTimeField()
TArray< float > & WildTargetingDesireMultiplierValuesField()
void ResumeBrainComponent(FString reason)
BitFieldValue< bool, unsigned __int32 > bWasForceFleeing()
void NotifyBump(FVector PreBumpLocation, AActor *Other, UPrimitiveComponent *OtherComp, FVector *HitNormal, FVector *HitLocation)
FVector * ModifyGoalLocation(FVector *result, FVector *GoalLoc)
float & WanderFlyingZScalerField()
AActor * FindTarget(bool bDontSet)
long double & ForceAggroUntilTimeField()
float & TamedTargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bUseOnRaftAbortMoveToChecks()
void UpdateMoveToTargetActorRef(AActor *NewTargetActorRef)
bool & bOnlyOverlapTargetCorpsesUnlessHasTargetField()
BitFieldValue< bool, unsigned __int32 > bTargetChanged()
long double & LastMovingAroundBlockadeTimeField()
void AddToAggro(AActor *Attacker, float DamagePercent, bool bNotifyNeighbors, bool SetValue, bool bIsFromDamage, bool skipTeamCheck)
void SetUpMoveToTargetActor(FVector *NewMoveToLoc, FVector *RandOffset, AActor *ToActor)
float & MaxFlyingTargetDeltaZField()
float & DieIfLeftWaterAbsoluteMinimumWaterDestinationHeightMultiField()
float & BeyondTargetingRangeAggroAdditionField()
int & NumAlliesToAttackField()
float & AbortMoveCheckInterval_MINField()
float & OrbitTargetSpreadField()
float GetAggroDesirability(AActor *InTarget)
BitFieldValue< bool, unsigned __int32 > bDinoAIForceOnlyTargetingShips()
FVector & CombatFlyingMoveTowardsTargetOffsetField()
bool CheckForTeleport(FVector TargetLocation)
float GetTargetingDesire(AActor *InTarget)
float & NaturalTargetingRangeField()
float ModifyReachedGoalRadius()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowWaterTargeting()
BitFieldValue< bool, unsigned __int32 > bModifiedWanderRadius()
void FindTargets(int NumTargets, TArray< AActor * > *KnownTargets, TArray< AActor * > *FoundTargets, bool bDontSet)
AActor * FindNewTarget(bool bDontSet)
float & RequiredConfirmMoveDistanceField()
long double & LastConfirmedMoveTimeField()
AActor * LastCheckAttackRangeTargetField()
void OnLosingTargetEvent()
FVector * GetLandingLocation(FVector *result)
bool & bTotallyIgnoreWaterTargetsField()
BitFieldValue< bool, unsigned __int32 > bEndForceFleeResetAggro()
float & FlyingWanderFixedDistanceAmountField()
FVector & LastBlockadeHitNormalField()
float & MinLocChangeIntervalForFleeingField()
float & Teleport_CheckInterval_CurrentField()
BitFieldValue< bool, unsigned __int32 > bFlyerWanderDefaultToOrigin()
float & DieIfLeftWaterTargetingRequiresFreeDepthField()
bool CalculateAndSetWonderingAIStateEvent(bool StateChanged)
float & TargetingDistanceReductionFactorExponentField()
BitFieldValue< bool, unsigned __int32 > bForceTargetDinoRider()
float & LandDinoMaxWaterTargetDepthCapsuleMultiplierField()
long double & LastHadAggroEntriesTimeField()
bool ShouldAttackTarget(AActor *NewTarget, bool bPassedBasedOnRaft, AActor *MyBasedOnRaft)
float & OrbitTargetRangeMinField()
bool & bWaterDinoAllowUnsubmergedTargetsField()
float & ExtraCorpseTargetingRangeField()
long double & LastForcedAttackEnemyTeamTimeField()
BitFieldValue< bool, unsigned __int32 > bForceTargetingAllStructures()
float GetAttackRotationGroundSpeedMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseSwimmingTargetOffsets()
float & SeekingPercentChanceToLandField()
FVector * GetRandomWanderDestination(FVector *result, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation)
bool & bFleeOnCriticalHealthField()
float & SeekingIntervalCheckToLandField()
float & OceanAdditionalUseRadiusField()
float GetAttackInterval()
float & AggroFactorDecreaseSpeedField()
float & WanderFixedDistanceAmountField()
float & MateBoostAggroNotifyNeighborsMultiplierField()
bool AllowToReachGoal(FVector *GoalLoc)
BitFieldValue< bool, unsigned __int32 > bPlayerTargetRequiresController()
BitFieldValue< bool, unsigned __int32 > bUseGeometryInsteadOfStationObjForFreeDepthTest()
float & AttackDestinationOffsetField()
int & LastCharacterTargetTeamField()
float & SeekingIntervalCheckToFlyField()
float & SwimmingReachedDestinationThresholdZOffsetField()
int & ForcedAttackEnemyTeamField()
TArray< float > & TamedTargetingDesireMultiplierValuesField()
float GetAggroNotifyNeighborsRange()
char GetCurrentAttackIndex()
bool CheckMoveAroundBlockadePoint(FVector moveToPoint)
FVector2D * BP_TamedOverrideHorizontalLandingRange(FVector2D *result)
float & AggroFactorDesirabilityMultiplierField()
void ServerFinishedLanding()
static void StaticRegisterNativesAPrimalDinoCharacter()
bool IsImprintPlayer(AShooterCharacter *ForChar)
BitFieldValue< bool, unsigned __int32 > bRotateToFaceLatchingObject()
BitFieldValue< bool, unsigned __int32 > bUseBP_OnPostNetReplication()
bool CheckLocalPassengers()
AShooterCharacter * FindFirstFoodItemPlayerCharacter()
void ClientInterruptLanding()
FString & ImprinterNameField()
float & RandomMutationGivePointsField()
BitFieldValue< bool, unsigned __int32 > bKeepAffinityOnDamageRecievedWakingTame()
float & WildSwimmingRotationRateModifierField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & SlopeBiasForMaxCapsulePercentField()
BitFieldValue< bool, unsigned __int32 > bPreventHibernation()
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsField()
float GetNetStasisAndRangeMultiplier(bool bIsForNetworking)
float & CloneBaseElementCostField()
float & UntamedPoopTimeMaxIntervalField()
bool FlyingUseHighQualityCollision()
void MoveBlockedBy(FHitResult *Impact)
UAnimMontage * WakingTameAnimationField()
BitFieldValue< bool, unsigned __int32 > bStepDamageAllTargetables()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustAttackIndex()
BitFieldValue< bool, unsigned __int32 > bUseBPKilledSomethingEvent()
BitFieldValue< bool, unsigned __int32 > bDoNotMirrorPaintUVs()
void ApplyGestationBoneModifiers()
FVector2D & OverlayTooltipScaleField()
float & OverTameLimitDamagePercentPerIntervalField()
float GetMaxFloatingHUDRange()
float & RiderMaxRunSpeedModifierField()
long double & LastAutoHealingItemUseField()
bool BPPreventOrderAllowed(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
void NotifyItemRemoved(UPrimalItem *anItem)
TSubclassOf< UDamageType > & ChargeBumpDamageTypeField()
float & EggRangeMaximumNumberField()
long double & LastSetRiderTimeField()
BitFieldValue< bool, unsigned __int32 > bIsBraking()
bool BPShouldCancelDoAttack(int AttackIndex)
float & RiderMaxImprintingQualityDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForceRiderNetworkParent()
FVector & RiderCheckTraceOffsetField()
long double & RepeatPrimaryAttackLastSendTimeField()
void RegisterAllComponents()
BitFieldValue< bool, unsigned __int32 > bIsShip()
TSubclassOf< UDamageType > & StepHarvestableDamageTypeField()
int & LastFrameUseLowQualityAnimationTickField()
void RefreshBabyScaling()
BitFieldValue< bool, unsigned __int32 > bForceNoCharacterStatusComponentTick()
BitFieldValue< bool, unsigned __int32 > bPreventForcedOffsetFromOceanSurface()
void BPDidClearCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
float & ForcePawnBigPushingForTimeField()
BitFieldValue< bool, unsigned __int32 > bServerInitializedDino()
UAnimMontage * SleepConsumeFoodAnimField()
FString & DemolishStringOverrideField()
float & NPC_UsableStructureCheck_RadiusField()
float & WildPercentageChanceOfBabyField()
BitFieldValue< bool, unsigned __int32 > bRiderJumpTogglesFlight()
BitFieldValue< bool, unsigned __int32 > bIsBossDino()
UAnimMontage * OpenDoorAnimField()
bool SpecialActorWantsPerFrameTicking()
void BPDoHarvestAttack(int harvestIndex)
int & OverrideDinoTameSoundIndexField()
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents()
FString * GetEntryString(FString *result)
TSubclassOf< UPrimalItem > & BabyCuddleFoodField()
BitFieldValue< bool, unsigned __int32 > bUseRootLocSwimOffset()
BitFieldValue< bool, unsigned __int32 > bForceRefreshBasedPawns()
float & RootLocSwimOffsetField()
bool AllowWakingTame_Implementation(APlayerController *ForPC)
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
float & WakingTameFeedIntervalField()
BitFieldValue< bool, unsigned __int32 > bChargeDamageStructures()
BitFieldValue< bool, unsigned __int32 > bAttackTargetWhenLaunched()
UAnimMontage * FlyingStartledAnimationField()
BitFieldValue< bool, unsigned __int32 > bAllowedToBeAlpha()
TSubclassOf< UPrimalItem > & BaseEggClassField()
BitFieldValue< bool, unsigned __int32 > bRepeatPrimaryAttack()
BitFieldValue< bool, unsigned __int32 > bDisallowPostNetReplication()
BitFieldValue< bool, unsigned __int32 > bTamedAIAllowSpecialAttacks()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
void ServerUpdateGestation()
BitFieldValue< bool, unsigned __int32 > bUseBPGetDragSocketDinoName()
void DrawHUD(AShooterHUD *HUD)
float & KeepFlightRemainingTimeField()
float & TamingIneffectivenessModifierIncreaseByDamagePercentField()
float & WanderAroundActorMaxDistanceField()
void SetCharacterStatusTameable(bool bSetTameable, bool bCreateInventory, bool keepInventoryForWakingTame)
float & LatchingInitialPitchField()
float & OutsideOriginalNPCVolumeStasisDestroyIntervalField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyStructurePlacedNearby()
float & TameIneffectivenessModifierField()
BitFieldValue< bool, unsigned __int32 > bAddedToStasisAutoDestroyArray()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
UAnimSequence * OverrideSaddleDinoRiderMoveAnimationOverrideField()
BitFieldValue< bool, unsigned __int32 > bRemovingStructuresOnDeath()
BitFieldValue< bool, unsigned __int32 > bPreventSleepingTame()
float & AIRangeMultiplierField()
int & SaveDestroyWildDinosUnderVersionField()
void SaddledStructureDestroyed(APrimalStructure *theStructure)
bool IsCurrentAttackStopsMovement()
BitFieldValue< bool, unsigned __int32 > bTamingHasFood()
long double & NextAllowedMatingTimeField()
bool AddPassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos)
int & TamedAggressionLevelField()
float & WakingTameFoodIncreaseMultiplierField()
long double & ChargingStartBlockedTimeField()
float GetAIFollowStoppingDistanceMultiplier()
float & ChargingActivationRequiresStaminaField()
UAnimMontage * StartRidingAnimOverrideField()
BitFieldValue< bool, unsigned __int32 > bBabyPreventExitingWater()
float & FlyingForceRotationRateModifierField()
long double & LastDinoAllyLookInterpTimeField()
float DoOverrideMountedAirControl(float AirControlIn)
float & chargingRotationRateModifierField()
void BPFedWakingTameEvent(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bSupportWakingTame()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
bool IsCurrentlyPlayingAttackAnimation()
BitFieldValue< bool, unsigned __int32 > bAllowRiding()
float & LatchingInterpolatedPitchField()
bool CanTame(AShooterPlayerController *ForPC, bool bIgnoreMaxTamedDinos, bool bAbsoluteForceTame)
float & TemperatureToBreedInsulationMultiplierField()
void CheckStructurePlacementOnMe(int *AllowReturnValue, APrimalStructure *PlacingStructure, AShooterPlayerController *PC, FVector *AtLocation, FRotator *AtRotation, FPlacementData *PlacementData)
void BPNotifyBabyAgeIncrement(float PreviousAge, float NewAge)
float & BabyImprintingQualityTotalMaturationTimeField()
void OnSaddleStructuresUpdated(APrimalStructure *SaddleStructure, bool bWasRemoved)
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
float & WildBabyAgeWeightField()
FWeightedObjectList & DeathInventoryTemplatesField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanAutodrag()
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired()
static APrimalDinoCharacter * BPStaticCreateBabyDino(UWorld *TheWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, TArray< unsigned char > EggColorSetIndices, TArray< unsigned char > EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, TArray< FDinoAncestorsEntry > EggDinoAncestors, TArray< FDinoAncestorsEntry > EggDinoAncestorsMale, int NotifyTeamOverride, int EggRandomMutationsFemale, int EggRandomMutationsMale)
BitFieldValue< bool, unsigned __int32 > bGiveXPPerHit()
void UpdateImprintingDetails_Implementation(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
float & DurationBeforeMovingStuckPawnField()
BitFieldValue< bool, unsigned __int32 > bHeldJumpSlowFalling()
void BPOnSetFlight(bool bFly)
void BPOnClearMountedDino()
long double & LastStartledTimeField()
float & TamedCorpseLifespanField()
float & FloatingHUDTextScaleMinField()
void RemoveSaddleAttachment(FItemNetID Id)
TArray< UAnimMontage * > WildAmbientHarvestingAnimationsField()
float & TamedWalkableFloorZField()
float & ChargeSpeedMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventStasis()
TArray< APrimalCharacter * > DraggedRagdollsField()
AActor * GetTamedFollowTarget()
void OnLowerDino(float Val)
BitFieldValue< bool, unsigned __int32 > bIsLatching()
bool BP_PreventCarrying()
void ServerSetRiderMountedWeaponRotation_Implementation(FRotator InVal)
float & PlayerMountedLaunchUpSpeedField()
TSubclassOf< UPrimalItem > & RepairRequirementsItemField()
BitFieldValue< bool, unsigned __int32 > bApplyRootBoneTranslationsWhenPainting()
BitFieldValue< bool, unsigned __int32 > bForcedLanding()
void ClearAllSaddleStructures()
BitFieldValue< bool, unsigned __int32 > bAllowDraggingWhileFalling()
BitFieldValue< bool, unsigned __int32 > bDelayedAttachement()
float & WalkingRotationRateModifierField()
TArray< APawn * > * GetDinoBasedPawns(TArray< APawn * > *result, USceneComponent *OnComponent, bool bOnlyActivePawns)
float & OverTameLimitDamageIntervalField()
float & FemaleMatingTimeField()
float & DeathGiveItemRangeField()
float & StartledAnimationCooldownField()
bool BlueprintCanAttack(int AttackIndex, float distance, float attackRangeOffset, AActor *OtherTarget)
BitFieldValue< bool, unsigned __int32 > bPreventPlatformSaddleMultiFloors()
long double & LastTimeFallingField()
BitFieldValue< bool, unsigned __int32 > bTickedStasis()
float & DefaultActivateAttackRangeOffsetField()
UAnimMontage * DinoLevelUpAnimationOverrideField()
APrimalStructureExplosive * GetAttachedExplosive()
TSubclassOf< UDamageType > & TamedHarvestDamageTypeField()
FName & SaddledRiderSocketNameField()
float & ExtraUntamedNetworkAndStasisRangeMultiplierField()
FVector & LastOverrodeRandomWanderLocationField()
AActor * GetTargetingPlayer()
float & MeleeSwingRadiusField()
BitFieldValue< bool, unsigned __int32 > bWildProduceEggDynamically()
BitFieldValue< bool, unsigned __int32 > bBonesHidden()
float & DeathGivesDossierDelayField()
float & LastHigherScaleExtraRunningSpeedValueField()
float & CurrentMovementAnimRateField()
FName & RiderFPVCameraUseSocketNameField()
FVector & LastChargeLocationField()
TSubclassOf< APrimalBuff > & AlphaDinoBuffField()
void ServerInterruptLanding()
float & MeleeHarvestDamageMultiplierField()
float & TheMaxHealthPercentageForBolaField()
TArray< TWeakObjectPtr< APrimalCharacter > > & AbsoluteVehicleBasedCharactersField()
int & EggMaximumNumberField()
FRotator & DinoAimRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bNPCSpawnerOverrideLevel()
long double & PreviousAmbientTemperatureTimeField()
void BP_OnTargetedByTamedOrder(APrimalCharacter *OrderingCharacter, APrimalDinoCharacter *AttackingDino, bool bForced)
void ApplyRidingAttackExtraVelocity()
BitFieldValue< bool, unsigned __int32 > bUseBPGetAttackWeight()
void NetUpdateDinoOwnerData_Implementation(FString *NewOwningPlayerName, int NewOwningPlayerID)
UAnimMontage * DinoWithDinoPassengerAnimField()
float & ChargingStopDotTresholdField()
BitFieldValue< bool, unsigned __int32 > bIsInTurretMode()
void DoNeuter_Implementation()
float & LatchedFirstPersonViewAngleField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAIAttackSelection()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowRidingInCaves()
BitFieldValue< bool, unsigned __int32 > bAllowDamageSameTeamAndClass()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideWantsToRun()
FName * BPGetDragSocketDinoName(FName *result, APrimalDinoCharacter *aGrabbedDino)
float & ChargingBlockedStopTimeThresholdField()
BitFieldValue< bool, unsigned __int32 > bIncludeCarryWeightOfBasedPawns()
void BPNotifyStructurePlacedNearby(APrimalStructure *NewStructure)
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByAllStationaryObjects()
BitFieldValue< bool, unsigned __int32 > bLimitRiderYawOnLatched()
void UpdateTribeGroupRanks(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
BitFieldValue< bool, unsigned __int32 > bTakingOff()
ANPCZoneManager * DirectLinkedNPCZoneManagerField()
UAnimMontage * ChargingAnimField()
float & TamedWanderHarvestIntervalField()
BitFieldValue< bool, unsigned __int32 > bForcePreventExitingWater()
void SetLastMovementDesiredRotation(FRotator *InRotation)
BitFieldValue< bool, unsigned __int32 > bServerForceUpdateDinoGameplayMeshNearPlayer()
void BlueprintTamedTick()
BitFieldValue< bool, unsigned __int32 > bHiddenForLocalPassenger()
BitFieldValue< bool, unsigned __int32 > bStaticGender()
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingLiveUnriddenDinos()
float GetCarryingSocketYaw(bool RefreshBones)
void FinalLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bPassiveFlee()
float & SwimOffsetInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bDeprecateDino()
float & Teleport_OnRaft_AllowedWithinRangeField()
void ChangeActorTeam(int NewTeam)
bool ForceAllowAccelerationRotationWhenFalling()
BitFieldValue< bool, unsigned __int32 > bTargetEverything()
long double & LastVacuumSpaceCheckTimeField()
float & WildRandomScaleField()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintExtraBabyScale()
bool PlayedAnimationHasAttack()
float & AlphaResistanceMultiplierField()
void BPSentKilledNotification(AShooterPlayerController *ToPC)
TArray< UMaterialInterface * > FemaleMaterialOverridesField()
BitFieldValue< bool, unsigned __int32 > bPreventWildTrapping()
BitFieldValue< bool, unsigned __int32 > bSingleplayerFreezePhysicsWhenNoTarget()
void TickBasedCharacters(float DeltaSeconds)
void BPTamedConsumeFoodItem(UPrimalItem *foodItem)
BitFieldValue< bool, unsigned __int32 > bIsMythicalCreature()
float & DeathGiveItemQualityMaxField()
float BlueprintExtraBabyScaling()
FString * GetTutorialHintString_Implementation(FString *result)
BitFieldValue< bool, unsigned __int32 > bIsCloneDino()
APrimalCharacter * GetPassengerPerSeat(int SeatIndex)
bool DoesDinoHaveBasedPawns(bool bRequireActivePawns)
BitFieldValue< bool, unsigned __int32 > bNoKillXP()
void UpdateImprintingQuality_Implementation(float NewImprintingQuality)
long double & UploadEarliestValidTimeField()
BitFieldValue< bool, unsigned __int32 > bPoopIsDud()
TSubclassOf< UPrimalItem > & SaddleItemClassField()
BitFieldValue< bool, unsigned __int32 > bEggBoosted()
BitFieldValue< bool, unsigned __int32 > bIsDestroyingDino()
long double & IgnoreZeroVelocityNoPreFrameTickingTillField()
void UpdateImprintingDetails(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
BitFieldValue< bool, unsigned __int32 > bSupportsSaddleStructures()
FVector * GetDinoVelocity(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseBPInterceptMoveInputEvents()
bool NPC_FindNearbyUsableStructures(TArray< AActor * > *FoundStructures)
BitFieldValue< bool, unsigned __int32 > bResetUseAccelerationForRequestedMove()
float & WildDinoBolaTrapTimeOverrideField()
float & TameIneffectivenessByAffinityField()
long double & LastForcedLandingCheckTimeField()
void ServerRequestBraking_Implementation(bool bWantsToBrake)
float & AttackPlayerDesirabilityMultiplierField()
float & WildPostSeamlessTravelStasisAutoDestroyIntervalMaxField()
float & UntamedPoopTimeMinIntervalField()
void ServerRequestToggleFlight_Implementation()
float & StepDamageRadialDamageAmountGeneralField()
TWeakObjectPtr< AActor > & TamedFollowTargetField()
void GetRidingCarryingIgnoreList(TArray< AActor * > *IgnoreList)
BitFieldValue< bool, unsigned __int32 > bTamedWanderCorpseHarvesting()
float & WanderRadiusMultiplierField()
void NotifyBumpedPawn(APawn *BumpedPawn)
UAnimMontage * EndChargingAnimationField()
BitFieldValue< bool, unsigned __int32 > bCancelInterpolation()
FVector * BPGetHealthBarColor(FVector *result)
float & WildDinoBolaEscapeSetHealthToMinPercentField()
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
void ServerSleepingTick()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllWhistles()
BitFieldValue< bool, unsigned __int32 > bWildDinoPreventWeight()
FName & OriginalNPCVolumeNameField()
TArray< TSubclassOf< UPrimalItem > > & FertilizedEggItemsToSpawnField()
int & ReplicateHighlightTagTeamField()
float & Teleport_OffRaft_MaxDistField()
FString * GetAimedTutorialHintString_Implementation(FString *result)
float & BabyCuddleWalkDistanceField()
void SetLastAttackTimeForAttack(int AttackIndex, long double NewTime)
int & EggMaximumNumberFromSameDinoTypeField()
BitFieldValue< bool, unsigned __int32 > bAttackStopsMovement()
bool WalkingAllowCheckFloor(FVector *DeltaWalk)
float GetTargetingDesirability(ITargetableInterface *Attacker)
void OverrideRandomWanderLocation_Implementation(FVector *originalDestination, FVector *inVec)
long double & LastUpdatedMatingAtTimeField()
BitFieldValue< bool, unsigned __int32 > bUseColorization()
long double & LastClientCameraRotationServerUpdateField()
BitFieldValue< bool, unsigned __int32 > bSupplyPlayerMountedCarryAnimation()
bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
float & RidingAttackExtraVelocityDelayField()
FString & UploadedFromServerNameField()
FVector & FlyerTakeOffAdditionalVelocityField()
TSubclassOf< UPrimalInventoryComponent > & TamedInventoryComponentTemplateField()
float & SinglePlayerOutgoingDamageModifierField()
void DrawDinoFloatingHUD(AShooterHUD *HUD, bool bDrawDinoOrderIcon)
int & FlyerNumUnderGroundFailField()
FLinearColor * GetDinoColor(FLinearColor *result, int ColorRegionIndex)
BitFieldValue< bool, unsigned __int32 > bAutoTameable()
void BPPreOnSaddleStructuresAdded(APrimalStructure *SaddleStructure)
void TempDampenInputAcceleration()
float & DirectLinkedNPCZoneManagerSpawnWeightField()
BitFieldValue< bool, unsigned __int32 > bForceUsePhysicalFootSurfaceTrace()
char & TribeGroupPetRidingRankField()
TArray< FDinoAttackInfo > & AttackInfosField()
UAnimMontage * WakingConsumeFoodAnimField()
BitFieldValue< bool, unsigned __int32 > bIsRaidDino()
bool BlueprintCanRiderAttack(int AttackIndex)
float & WakingTameMaxDistanceField()
BitFieldValue< bool, unsigned __int32 > bReplicateHighlightTagTeam()
float & MatingProgressField()
void BPDinoARKDownloadedEnd()
USoundBase * GetDinoTameSound_Implementation()
TArray< float > & DeathGiveItemChanceToBeBlueprintField()
float & TickStatusTimeAccumulationField()
TSubclassOf< UPrimalItem > * GetFirstAffinityFoodItemClass(TSubclassOf< UPrimalItem > *result)
float & RemainingXPPerHitField()
void UpdateBabyCuddling(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
FString & PreviousUploadedFromServerNameField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnEndCharging()
bool ShouldIgnoreHitResult(UWorld *InWorld, FHitResult *TestHit, FVector *MovementDirDenormalized)
float & WildPostSeamlessTravelStasisAutoDestroyIntervalMinField()
FSaddlePassengerSeatDefinition * GetPassengerSeatDefinition(char SeatIndex)
long double & LastAllyTargetLookTimeField()
TSet< FName, DefaultKeyFuncs< FName, 0 >, FDefaultSetAllocator > & MatingRequiresBiomeTagsSetField()
FString & TamedNameField()
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoreWildDinos()
FString & ForceUnlockDiscoveryZoneNameField()
TArray< TWeakObjectPtr< APrimalCharacter > > & PassengerPerSeatField()
char GetWiegthedAttack(float distance, float attackRangeOffset, AActor *OtherTarget)
long double & LastFootStepDamageTimeField()
APrimalStructure * NPC_GetClosestUsableStructure()
TWeakObjectPtr< APrimalStructureItemContainer_SupplyCrate > & LinkedSupplyCrateField()
float & RidingAnimSpeedFactorField()
BitFieldValue< bool, unsigned __int32 > bAllowRandomMutationColor()
bool SetTurretMode(bool enabled)
void ClientShouldNotifyLanded()
void BlueprintPlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & NewFemaleMaxTimeBetweenMatingField()
BitFieldValue< bool, unsigned __int32 > bAllowTogglingPublicSeating()
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsMaleField()
BitFieldValue< bool, unsigned __int32 > bAllowsFishingOnSaddle()
TArray< AActor * > * GetDinoPlatformCollisionIgnoreActors(TArray< AActor * > *result)
float & DecayDestructionPeriodField()
void ClearRider(bool FromRider, bool bCancelForceLand, bool SpawnDinoDefaultController, int OverrideUnboardDirection)
FVector * GetInterpolatedLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bChargingRequiresWalking()
FVector & UnboardLocationOffsetField()
void ServerCallAggressive_Implementation()
BitFieldValue< bool, unsigned __int32 > bAllowDeathAutoGrab()
BitFieldValue< bool, unsigned __int32 > bWakingTameConsumeEntireStack()
BitFieldValue< bool, unsigned __int32 > bRefreshedColorization()
float & TamedWanderHarvestSearchRangeField()
int & GestationEggRandomMutationsFemaleField()
bool CarryCharacter(APrimalCharacter *character, bool byPassCanCarryCheck)
float & NPCZoneVolumeCountWeightField()
ADroppedItem * CreateCloneFertilizedEgg(FVector AtLoc, FRotator AtRot, TSubclassOf< ADroppedItem > DroppedItemTemplateOverride)
void PlayAttackAnimationOfAnimationArray(int AnimationIndex, TArray< UAnimMontage * > attackAnimations)
BitFieldValue< bool, unsigned __int32 > bIsManualFoodEat()
bool BP_InterceptMoveForward(float axisValue)
UAnimSequence * RiderAnimOverrideField()
float & BabyGestationSpeedField()
TArray< FName > & HideBoneNamesField()
void ServerCallPassive_Implementation()
void ServerClearRider_Implementation(int OverrideUnboardDirection)
long double & LastGangCheckTimeField()
ECollisionChannel & MeshOriginalCollisionChannelField()
float & SinglePlayerIncomingDamageModifierField()
float & MinStaminaForRiderField()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
BitFieldValue< bool, unsigned __int32 > bUseBPShouldForceFlee()
USoundBase * SwimSoundField()
UAnimMontage * MatingAnimationMaleField()
bool AreSpawnerSublevelsLoaded()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowFlyingWithExplosive()
void SetStasisComponentRadius(float StasisOverrideRadius)
BitFieldValue< bool, unsigned __int32 > bAllowTargetingCorpses()
BitFieldValue< bool, unsigned __int32 > bUseBPDoAttack()
float & MateBoostRangeField()
BitFieldValue< bool, unsigned __int32 > bDisableCollisionWithDinosWhenFlying()
float & AlphaLeveledDamageMultiplierField()
TArray< FDinoAncestorsEntry > & DinoAncestorsField()
TArray< FDinoBaseLevelWeightEntry > & DinoBaseLevelWeightEntriesField()
float & ShipImpactDamageMultiplierField()
int & MaxAllowedRandomMutationsField()
FVector & FirstSpawnLocationField()
float & UntamedWalkingSpeedModifierField()
void UpdateAttackTargets()
float & FlyerHardBreakingOverrideField()
TWeakObjectPtr< APrimalCharacter > & AutoDragByPawnField()
FString & TamedOnServerNameField()
static UClass * GetPrivateStaticClass()
int & LastTickDelayFrameCountField()
int WasAllowedToTickThisFrame()
void ServerCallNeutral_Implementation()
UObject * GetUObjectInterfaceDataListEntryInterface()
float & StepDamageRadialDamageAmountHarvestableField()
BitFieldValue< bool, unsigned __int32 > bAlwaysUpdateAimOffsetInterpolation()
FVector & RiderAttackLocationField()
TArray< APrimalCharacter * > SavedPassengerPerSeatField()
BitFieldValue< bool, unsigned __int32 > bPreventUploading()
long double & LastUpdatedGestationAtTimeField()
long double GetDinoDeathTime()
BitFieldValue< bool, unsigned __int32 > bAllowWaterSurfaceExtraJump()
float & ScaleExtraRunningSpeedModifierSpeedField()
float GetAttachedSoundPitchMultiplier()
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageTamedOnly()
void BPOrderedMoveToLoc(FVector *DestLoc, AActor *DestActor)
float & LastBabyAgeField()
float & BabyMaxCuddleIntervalField()
void StealDino(AShooterPlayerController *ForPC, int TargetingTeamOverride)
float GetRotationRateModifier()
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
unsigned __int64 & ImprinterPlayerDataIDField()
int GetRequiredWakingTameFoodItemQuanity(UPrimalItem *FoodItem)
float & TamedRunningRotationRateModifierField()
void ServerInterruptLanding_Implementation()
BitFieldValue< bool, unsigned __int32 > bOverridePlatformStructureLimit()
void PostNetReceiveLocationAndRotation()
BitFieldValue< bool, unsigned __int32 > bPreventUntamedRun()
void HandleUnstasised(bool bWasFromHibernation)
FVector & NPCSpawnLocOffsetField()
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
float GetAffinityIncreaseForFoodItem(UPrimalItem *foodItem)
BitFieldValue< bool, unsigned __int32 > bForceAllowTickingThisFrame()
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
UAnimMontage * WildAmbientHarvestingAnimationField()
float & HeldJumpSlowFallingGravityZScaleField()
BitFieldValue< bool, unsigned __int32 > bHadLinkedSupplyCrate()
BitFieldValue< bool, unsigned __int32 > bPreventWakingTameFeeding()
void ClientStartLanding_Implementation(FVector loc)
void SetNewStasisAutoDestroyInterval(float NewInterval)
void OnNPCStartedAttack(int AttackIndex, int AnimationIndex, bool bIsAltAnim, AActor *MyTarget)
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
long double & LastEggSpawnChanceTimeField()
BitFieldValue< bool, unsigned __int32 > bFlyerForceNoPitch()
void SetDynamicMusic(USoundBase *newMusic)
long double & LastAxisStartPressTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanTargetCorpse()
BitFieldValue< bool, unsigned __int32 > bForceDrawHUD()
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType_Implementation(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
bool BPPreventRiding(AShooterCharacter *byPawn, bool bDontCheckDistance)
BitFieldValue< bool, unsigned __int32 > bWasRidingFalling()
long double & NextTickDelayAllowTimeField()
long double & ForceClearMoveIgnoreActorsTimeField()
UAnimSequence * OverrideSaddleDinoRiderAnimationOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsElevating()
BitFieldValue< bool, unsigned __int32 > bAttackStopsRotation()
void ServerGiveDefaultWeapon_Implementation(bool bOnlyGiveDefaultWeapon)
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
BitFieldValue< bool, unsigned __int32 > bAllowTrapping()
float & UntamedRunningSpeedModifierField()
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > MeleeSwingHurtListField()
BitFieldValue< bool, unsigned __int32 > bUseExtendedUnstasisCheck()
bool IsNearFeed(AShooterPlayerState *ForPlayer)
int & SaddlePivotOffsetField()
BitFieldValue< bool, unsigned __int32 > bOverrideLevelMusicIfTamed()
float & StepDamageFootDamageIntervalField()
float GetSaddleStructureMaximumFoundationSupport2DBuildDistance(APrimalStructure *theStructure)
long double & LastStartChargingTimeField()
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
TArray< FName > * GetCurrentBiomeTags(TArray< FName > *result)
float & AttackOffsetField()
BitFieldValue< bool, unsigned __int32 > bForcePreventDinoSeamlessTravel()
FVector * BPChargingModifyInputAcceleration(FVector *result, FVector inputAcceleration)
UAnimMontage * StartledAnimationRightDefaultField()
void ForceRefreshTransform()
TArray< UAnimMontage * > AttackAnimationsField()
bool ShouldDisableControllerDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
float & ExtraBabyAgeSpeedMultiplierField()
float & TimeBetweenTamedWakingEatAnimationsField()
int & LastFrameMoveLeftField()
float & ExtraRunningSpeedModifierField()
float & RandomMutationChanceField()
void AddDinoReferenceInLatchingStructure(APrimalStructure *Structure)
BitFieldValue< bool, unsigned __int32 > bLocationBasedAttack()
TArray< UAnimMontage * > StartledAnimationsField()
BitFieldValue< bool, unsigned __int32 > bUseBPDoHarvestAttack()
BitFieldValue< bool, unsigned __int32 > bTamedAIToggleSpecialAttacks()
float & PlayerMountedLaunchFowardSpeedField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDestroyOnRapidDeath()
float & AttackForceWalkDistanceMultiplierField()
float & MateBoostDamageReceiveMultiplierField()
float GetCorpseLifespan()
void MoveRight(float Val)
TWeakObjectPtr< UPrimalInventoryComponent > & DeathIncrementClipAmmoInventoryField()
float & HealthBarOffsetYField()
void ForceUpdateColorSets_Implementation(int ColorRegion, int ColorSet)
void CalcCapsuleHalfHeight()
float & PreviousRootYawSpeedField()
USoundBase * LowHealthExitSoundField()
float & MovementSpeedScalingRotationRatePowerField()
UPrimalDinoSettings * MyDinoSettingsCDOField()
FDinoSaddleStruct & SaddleStructField()
float & ForceNextAttackIndexField()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreRagdollHarvesting()
void CycleAttackWeightsForAttackAtIndex(int attackIndex)
BitFieldValue< bool, unsigned __int32 > bCollectVictimItems()
FVector & LastGangCheckPositionField()
UAnimMontage * PlayerMountedCarryAnimationField()
BitFieldValue< bool, unsigned __int32 > bPreventRotationRateModifier()
float & CurrentTameAffinityField()
float & LatchingInitialYawField()
void BPDoAttack(int AttackIndex)
bool AllowNewEggAtLocation(FVector *AtLocation)
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFloor()
BitFieldValue< bool, unsigned __int32 > bCanBeTamed()
int & NPCSpawnerExtraLevelOffsetField()
BitFieldValue< bool, unsigned __int32 > NPCSpawnerAddLevelOffsetBeforeMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseTamedVisibleComponents()
void OnRep_CarriedCharacter()
void LowerDinoBP(float Val)
char & TamedAITargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bShouldNotifyClientWhenLanded()
BitFieldValue< bool, unsigned __int32 > bIsHeldJumpSlowFalling()
bool CanCarryCharacter(APrimalCharacter *CanCarryPawn)
bool BPPreventAIAttackSelection()
BitFieldValue< bool, unsigned __int32 > bScaleInsulationByMeleeDamage()
void StartLanding(FVector OverrideLandingLocation)
BitFieldValue< bool, unsigned __int32 > bInventoryOnlyAllowCraftingWhenWandering()
BitFieldValue< bool, unsigned __int32 > bSuppressDeathNotification()
BitFieldValue< bool, unsigned __int32 > bDisplaySummonedNotification()
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowStrafing()
float & SetAttackTargetTraceDistanceField()
BitFieldValue< bool, unsigned __int32 > bAlwaysSetTamingTeamOnItemAdd()
BitFieldValue< bool, unsigned __int32 > bAllowDemolish()
void HandleMountedDinoAction(AShooterPlayerController *PC)
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bIsAlpha()
int & PreviousTargetingTeamField()
FName & AttackLineOfSightMeshSocketNameField()
void FireMultipleProjectiles_Implementation(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
void StartSurfaceCameraForPassengers(float yaw, float pitch, float roll)
FieldArray< float, 6 > ColorSetIntensityMultipliersField()
bool ForceAllowBackwardsMovement()
TSubclassOf< AController > & TamedAIControllerOverrideField()
BitFieldValue< bool, unsigned __int32 > bBabyInitiallyUnclaimed()
FVector & LastRiderOverlappedPositionField()
void ClearRidingDinoAsPassenger(bool bFromDino)
BitFieldValue< bool, unsigned __int32 > bPreventMountedDinoMeshHiding()
float & AllowWaterSurfaceExtraJumpStaminaCostField()
float & RiderExtraMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bMoveToLocationDontRun()
BitFieldValue< bool, unsigned __int32 > bForcePerFrameTicking()
bool AllowPenetrationCheck(AActor *OtherActor)
void PlayHardEndChargingShake()
BitFieldValue< bool, unsigned __int32 > bAllowDinoAutoConsumeInventoryFood()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyMateBoostChanged()
BitFieldValue< bool, unsigned __int32 > bHasRider()
void OnClientReceivedTransformAfterPairingNetGUID(FVector *Loc, FRotator *Rot)
FString & HideBonesStringField()
void ClientShouldNotifyLanded_Implementation()
FRotator & PreviousAimRotField()
TArray< FName > & MatingRequiresBiomeTagsField()
BitFieldValue< bool, unsigned __int32 > bUseShoulderMountedLaunch()
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_RotationRate()
float & CloneElementCostPerLevelField()
TSubclassOf< UPrimalColorSet > & RandomColorSetsMaleField()
long double & LastValidNotStuckTimeField()
void SetRider(AShooterCharacter *aRider)
float & maxRangeForWeaponTriggeredTooltipField()
float & StepDamageFootDamageRunningMultiplierField()
float & LimitRiderYawOnLatchedRangeField()
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestNonUsableHarvesting()
bool SkipDuringPartialWorldSave()
void OnStartTargeting(bool bFromGamepadLeft)
BitFieldValue< bool, unsigned __int32 > bDinoLoadedFromSaveGame()
float & FlyingWanderRandomDistanceAmountField()
float & UntamedPoopTimeCacheField()
TWeakObjectPtr< AShooterCharacter > & PreviousRiderField()
BitFieldValue< bool, unsigned __int32 > bOnlyTargetConscious()
float & TamedLeveledDamageMultiplierField()
char & AttackIndexOfPlayedAnimationField()
BitFieldValue< bool, unsigned __int32 > bUseBolaSleepingAnimations()
void BPDinoPostBeginPlay()
BitFieldValue< bool, unsigned __int32 > bRiderDontBeBlockedByPawnMesh()
void NotifyBumpedStructure(AActor *BumpedStructure)
float & RepairAmountRemainingField()
BitFieldValue< bool, unsigned __int32 > bPreventDinoResetAffinityOnUnsleep()
void StartCharging(bool bForce)
BitFieldValue< bool, unsigned __int32 > bRidingRequiresTamed()
BitFieldValue< bool, unsigned __int32 > bIsCarnivore()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bSleepedForceCreateInventory()
UAnimMontage * BabyCuddledAnimationField()
BitFieldValue< bool, unsigned __int32 > bDrawHealthBar()
float & ExtraDamageMultiplierField()
float & SwimmingRotationRateModifierField()
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
float & EggIntervalBetweenUnstasisChancesField()
void UpdateTribeGroupRanks_Implementation(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
AShooterCharacter * ConsumeInventoryFoodItem(UPrimalItem *foodItem, float *AffinityIncrease, bool bDontDecrementItem, float *FoodIncrease, float FoodAmountMultiplier, bool bConsumeEntireStack, int FoodItemQuantity)
FVector & RiderFPVCameraOffsetField()
BitFieldValue< bool, unsigned __int32 > bPassengerDinosUsePassengerAnim()
void ServerRequestWaterSurfaceJump_Implementation()
bool ShouldAttackOfPlayedAnimationStopMovement()
float & AlphaPercentageChanceField()
bool CanBeCarried(APrimalCharacter *ByCarrier)
float & StepDamageFootDamageRadiusField()
float & CurrentRootLocSwimOffsetField()
float & RidingNetUpdateFequencyField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnStartCharging()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
bool AllowHurtAnimation()
float & Teleport_BetweenRafts_AllowedWithinRangeField()
TArray< TSubclassOf< UPrimalItem > > & EggItemsToSpawnField()
void CheckForTamedFoodConsumption()
float & FloatingHUDTextScaleField()
long double & LastMatingWrongTemperatureNotificationTimeField()
float & CurrentStrafeMagnitudeField()
TSubclassOf< UPrimalDinoSettings > & DinoSettingsClassField()
BitFieldValue< bool, unsigned __int32 > bForceAllowPvECarry()
TArray< ADroppedItem * > DroppedItemsOnMeField()
float & MaxPercentOfCapsulHeightAllowedForIKField()
float & BabySpeedMultiplierField()
void StartSurfaceCameraForPassenger(AShooterCharacter *Passenger, float yaw, float pitch, float roll, bool bInvertTurnInput)
FVector * GetFloatingHUDLocation(FVector *result)
void BPOnSetMountedDino()
float & SwimSoundTimeCacheField()
int GetNumPassengerSeats(bool bOnlyManualPassengerSeats)
void BPNotifyAddPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
void KeepFlight(float ForDuration)
void UnclaimDino(bool bDestroyAI)
float & HyperThermalInsulationField()
float & TargetLatchingInitialYawField()
BitFieldValue< bool, unsigned __int32 > bPlayingSlowFallingAnim()
BitFieldValue< bool, unsigned __int32 > LastPlayedAttackAnimationWasAlt()
void DinoKillerTransferItemsToInventory(UPrimalInventoryComponent *FromInventory)
bool OverrideForcePreventExitingWater()
FString * GetDinoDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingWeightsArray()
char & CurrentAttackIndexField()
TArray< FSaddlePassengerSeatDefinition > & NoSaddlePassengerSeatsField()
TArray< FName > & MeleeSwingSocketsField()
void ReceiveAnyDamage_Implementation(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
int & WakingTameConsumeEntireStackMaxQuantityField()
void UpdateImprintingQuality(float NewImprintingQuality)
UAnimMontage * StartChargeAnimationField()
BitFieldValue< bool, unsigned __int32 > bIsFemale()
float & CheckForWildAmbientHarvestingIntervalMinField()
TArray< FDinoExtraDefaultItemList > & DinoExtraDefaultInventoryItemsField()
BitFieldValue< bool, unsigned __int32 > bDontWander()
BitFieldValue< bool, unsigned __int32 > bTameTimerSet()
FName & SaddleRiderMovementTraceThruSocketNameField()
void CheckForWildAmbientHarvesting()
BitFieldValue< bool, unsigned __int32 > bUseBPOnMountStateChanged()
bool IsValidForStatusUpdate()
FVector * GetSocketLocationTemp(FVector *result, FName SocketName)
float GetHealthPercentage()
float & RequiredTameAffinityPerBaseLevelField()
BitFieldValue< bool, unsigned __int32 > bForceAutoTame()
float & PlayAnimBelowHealthPercentField()
void ServerCallSetAggressive_Implementation()
bool OverrideFinalWanderLocation(FVector *outVec)
BitFieldValue< bool, unsigned __int32 > bPreventTameNameChange()
FItemNetID & DeathIncrementClipAmmoItemIDField()
UAnimMontage * StartledAnimationLeftField()
void BlueprintDrawFloatingHUD(AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
BitFieldValue< bool, unsigned __int32 > bUseBP_OnStartLandingNotify()
float & BabyCuddleLoseImpringQualityPerSecondField()
int IsWithinBreedingTemperature()
void ClearCharacterAIMovement()
float & RequiredTameAffinityField()
float & InsulationRangeField()
int & LastInAllyRangeTimeSerializedField()
TWeakObjectPtr< APrimalCharacter > & PreviousCarriedCharacterField()
float & BabyVolumeMultiplierField()
bool UseLowQualityMovementTick()
USoundBase * PlayKillLocalSoundField()
bool BPCanDragCharacter(APrimalCharacter *Character)
bool CanOrder(APrimalCharacter *FromCharacter, bool bBuildingStructures)
void BP_OnStartLandingNotify()
BitFieldValue< bool, unsigned __int32 > bUseBPForceTurretFastTargeting()
TSubclassOf< APrimalStructure > & DinoFeedingContainerClassField()
BitFieldValue< bool, unsigned __int32 > bLocalForceNearbySkelMeshUpdate()
void ImprintOnPlayerTarget(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit)
float & TamedAllowNamingTimeField()
BitFieldValue< bool, unsigned __int32 > bUseAttackForceWalkDistanceMultiplier()
float & AlphaHarvestComponentHealthMultiplierMaxLevelField()
FVector2D & OverlayTooltipPaddingField()
float GetLeveledDamageMultiplier()
float & RepairCheckIntervalField()
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoredByWildDinos()
TWeakObjectPtr< AActor > & WanderAroundActorField()
float & GangOverlapRangeField()
TEnumAsByte< enum EBabyCuddleType::Type > & BabyCuddleTypeField()
FString & TutorialHintStringField()
void TameDino(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit, int OverrideTamingTeamID)
float & NoRiderRotationModifierField()
void DealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
BitFieldValue< bool, unsigned __int32 > bIsOceanManagerDino()
long double & TamedAtTimeField()
float & CarryCameraYawOffsetField()
BitFieldValue< bool, unsigned __int32 > bBPModifyAimOffsetTargetLocation()
BitFieldValue< bool, unsigned __int32 > bIsVehicle()
void ServerUpdateBabyAge(float overrideAgePercent)
TSubclassOf< UPrimalColorSet > & RandomColorSetsFemaleField()
BitFieldValue< bool, unsigned __int32 > bUseBPDinoPostBeginPlay()
FVector & OldInterpolatedLocationField()
TArray< TSubclassOf< UPrimalItem > > & MyBabyCuddleFoodTypesField()
BitFieldValue< bool, unsigned __int32 > bAllowMountedWeaponry()
BitFieldValue< bool, unsigned __int32 > bFlyerDontAutoLandOnDismount()
float & TamedWanderHarvestCollectRadiusField()
BitFieldValue< bool, unsigned __int32 > bForceDrawHealthbarIfUntamedIsTargetingTamed()
FString * GetEntryDescription(FString *result)
BitFieldValue< bool, unsigned __int32 > bDoStepDamageTamedOnly()
BitFieldValue< bool, unsigned __int32 > bUseVelocityForRequestedMoveIfStuck()
BitFieldValue< bool, unsigned __int32 > bAllowRidingInWater()
float & RiderRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bForceAllowBackwardsMovement()
float & SetAttackTargetTraceWidthField()
TSubclassOf< APrimalBuff > & RiderBuffField()
BitFieldValue< bool, unsigned __int32 > bReplicatePitchWhileSwimming()
float & BabyCuddleGracePeriodField()
float BlueprintAdjustOutputDamage(int AttackIndex, float OriginalDamageAmount, AActor *HitActor, TSubclassOf< UDamageType > *OutDamageType, float *OutDamageImpulse)
void FireProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
float GetAttackRangeOffset()
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
float & MeleeDamageImpulseField()
float & BreakFleeHealthPercentageField()
bool IsDamageOccludedByStructures(AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bRunCheckCarriedTrace()
void BPSetupTamed(bool bWasJustTamed)
float & TamingFoodConsumeIntervalField()
void RefreshColorization()
float & WildAmbientHarvestingRadiusField()
void ServerClearRider(int OverrideUnboardDirection)
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingQuantity()
bool BPModifyDesiredRotation(FRotator *InDesiredRotation, FRotator *OutDesiredRotation)
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
float & GainStaminaWhenLatchedRateField()
float GetMaxSpeedModifier()
BitFieldValue< bool, unsigned __int32 > bIsFlying()
long double & LastTamedFlyerNearbyAllyCheckTimeField()
bool CanAttack(int AttackIndex)
BitFieldValue< bool, unsigned __int32 > bAllowCarryCharacterWithoutRider()
void PlayHardEndChargingShake_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsCarryingPassenger()
bool BlueprintOverrideWantsToRun(bool bInputWantsToRun)
int & LastFrameMoveRightField()
BitFieldValue< bool, unsigned __int32 > bRequireWakingTameMinItemQuanityToFeed()
TArray< TSubclassOf< APrimalBuff > > & DefaultTamedBuffsField()
void SetMovementAccelerationVector(FVector fVector)
float & CheckForWildAmbientHarvestingIntervalMaxField()
void SpawnDefaultController()
BitFieldValue< bool, unsigned __int32 > bUseBPFedWakingTameEvent()
long double & LastWakingTameFedTimeField()
float & ChargeBumpDamageField()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowCarryCharacter()
BitFieldValue< bool, unsigned __int32 > bDinoSimpleDescriptiveName()
float & ExtraUnTamedSpeedMultiplierField()
bool HasReachedDestination(FVector *Goal)
TArray< TWeakObjectPtr< APrimalCharacter > > & PrevPassengerPerSeatField()
bool UseLowQualityBehaviorTreeTick()
int & MinPlayerLevelForWakingTameField()
static APrimalDinoCharacter * StaticCreateBabyDino(UWorld *theWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, char *EggColorSetIndices, char *EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, int NotifyTeamOverride, TArray< FDinoAncestorsEntry > *EggDinoAncestors, TArray< FDinoAncestorsEntry > *EggDinoAncestorsMale, int EggRandomMutationsFemale, int EggRandomMutationsMale)
BitFieldValue< bool, unsigned __int32 > bWildAllowFollowTamedTarget()
BitFieldValue< bool, unsigned __int32 > bIsLanding()
BitFieldValue< bool, unsigned __int32 > bUseCreationTimeDestroyInterval()
float & GlobalSpawnEntryWeightMultiplierField()
BitFieldValue< bool, unsigned __int32 > bEnableTamedWandering()
float & TamedSwimmingRotationRateModifierField()
UAnimMontage * WildUnsleepAnimField()
TSubclassOf< UDamageType > & StepActorDamageTypeOverrideField()
float & NoRiderFlyingRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bCheatForceTameRide()
BitFieldValue< bool, unsigned __int32 > bWasTameRenamed()
float & NPCLerpToMaxRandomBaseLevelField()
float & AttackNoStaminaTorpidityMultiplierField()
BitFieldValue< bool, unsigned __int32 > bIsUniqueGlobalOceanManagerDino()
BitFieldValue< bool, unsigned __int32 > bForceUseDediAttackTiming()
void ServerCallFollow_Implementation()
FRotator * GetAimOffsetsForTarget(FRotator *result, AActor *AimTarget, float DeltaTime, bool bOverrideYawLimits, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset, FName SocketOverrideName)
void ServerSetRiderMountedWeaponRotation(FRotator InVal)
float & AlphaXPMultiplierMinLevelField()
BitFieldValue< bool, unsigned __int32 > bUseAdvancedAnimLerp()
float & RidingSwimmingRunSpeedModifierField()
float & FlyingWanderFixedDistanceAmountField()
void WasPushed(ACharacter *ByOtherCharacter)
TArray< FName > & StepDamageFootDamageSocketsField()
BitFieldValue< bool, unsigned __int32 > bDebugBaby()
float & WakingTameFoodAffinityMultiplierField()
UAnimMontage * TamedUnsleepAnimField()
TArray< TWeakObjectPtr< UPrimitiveComponent > > & AbsoluteVehicleBasedCharactersBasesField()
long double & LastAttackedTimeField()
BitFieldValue< bool, unsigned __int32 > bPoopIsEgg()
BitFieldValue< bool, unsigned __int32 > bCanSkipProjectileSpawnWallCheck()
float & CachedAmbientTemperatureField()
BitFieldValue< bool, unsigned __int32 > bFlyerPreventRiderAutoFly()
BitFieldValue< bool, unsigned __int32 > bPreventMateBoost()
float GetAIFollowStoppingDistanceOffset()
FVector & BabyCuddleWalkStartingLocationField()
void ServerRequestToggleFlight()
int GetOriginalTargetingTeam()
void UpdateWakingTame(float DeltaTime)
long double & LastChargeEndTimeField()
void SetCurrentWeapon(AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
float & FleeHealthPercentageField()
void ServerToClientsPlayAttackAnimation(char AttackinfoIndex, char animationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
BitFieldValue< bool, unsigned __int32 > bForceAllowMountedCarryRunning()
int BPAdjustAttackIndex(int attackIndex)
bool BPCanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool bForceTrigger)
void FireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
FVector & InterpolatedVelocityField()
float & StepDamageRadialDamageExtraRadiusField()
void TamedDinoUnstasisConsumeFood(long double ForceTimeSinceStasis)
void BP_OnPostNetReplication(FVector ReplicatedLoc, FRotator ReplicatedRot)
FVector * GetLandingLocation(FVector *result)
void AddStructure(APrimalStructure *Structure, FVector RelLoc, FRotator RelRot, FName BoneName)
UAnimMontage * UnmountCharacterAnimationField()
BitFieldValue< bool, unsigned __int32 > bForceWanderOverrideNPCZoneManager()
BitFieldValue< bool, unsigned __int32 > bUnderwaterMating()
float & LoseStaminaWithRiderRateField()
UAnimMontage * PlayAnimBelowHealthField()
float & MaxTemperatureToBreedField()
float & BabyAgeSpeedField()
float & RiderMaxImprintingQualityDamageReductionField()
BitFieldValue< bool, unsigned __int32 > bUseOnUpdateMountedDinoMeshHiding()
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
static APrimalDinoCharacter * BPStaticCreateBabyDinoNoAncestors(UWorld *TheWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, TArray< unsigned char > EggColorSetIndices, TArray< unsigned char > EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, int NotifyTeamOverride, int EggRandomMutationsFemale, int EggRandomMutationsMale)
float & LastBabyGestationProgressField()
BitFieldValue< bool, unsigned __int32 > bIsLatchedDownward()
float & RiderMovementSpeedScalingRotationRatePowerMultiplierField()
bool RemoveInventoryAllowViewing(APlayerController *ForPC)
int & MeleeDamageAmountField()
void IncrementNumTamedDinos()
void ServerCallStay_Implementation()
void LinkedSupplyCrateDestroyed(APrimalStructureItemContainer_SupplyCrate *aCrate)
unsigned int & DinoID2Field()
float & FemaleMatingRangeAdditionField()
bool CanReceiveMoveToCommands(AShooterCharacter *FromPlayer)
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvest()
float & GangDamageField()
void ElevateDinoBP(float Val)
float & StasisAutoDestroyIntervalField()
BitFieldValue< bool, unsigned __int32 > bStepDamageFoliageOnly()
BitFieldValue< bool, unsigned __int32 > bAllowFlyerLandedRider()
UAnimMontage * SlowFallingAnimField()
float & LatchingCameraInterpolationSpeedField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
BitFieldValue< bool, unsigned __int32 > bAddedToStructureDinosArray()
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
USoundBase * LowHealthEnterSoundField()
BitFieldValue< bool, unsigned __int32 > bIsSingleplayer()
TArray< float > & AttackAnimationWeightsField()
float & BabyChanceOfTwinsField()
BitFieldValue< bool, unsigned __int32 > bSimulatedNetLandCheckFloor()
UAnimMontage * GetDinoLevelUpAnimation()
bool CanMount(APrimalCharacter *aCharacter)
bool SaddleDinoHasAnyDemolishableStructures()
bool UseLowQualityAnimationTick()
int & LastRiderExitFrameCounterField()
void AddBasedPawn(AActor *anPawn)
BitFieldValue< bool, unsigned __int32 > bOnlyAllowTameRenameOnce()
float & BabyWrongTemperatureHealthPercentDecreaseField()
BitFieldValue< bool, unsigned __int32 > bLocalPrimaryAttackPressed()
BitFieldValue< bool, unsigned __int32 > bDisableHarvesting()
long double & LastTamedDinoCharacterStatusTickTimeField()
void BPKilledSomethingEvent(APrimalCharacter *killedTarget)
BitFieldValue< bool, unsigned __int32 > bForceAIUseOverlapTargetCheck()
float & TamedDinoBolaTrapTimeOverrideField()
void SetAlwaysForcedAggro(bool bEnable)
float & MinTemperatureToBreedField()
void MoveForward(float Val)
float & ChargingStaminaPerSecondDrainField()
FVector & LandingLocationField()
long double & TamingLastFoodConsumptionTimeField()
USoundBase * GetDinoTameSound()
BitFieldValue< bool, unsigned __int32 > bIncrementedNumDinos()
float & ColorizationIntensityField()
void BPModifyHarvestingWeightsArray(TArray< float > *resourceWeightsIn, TArray< UPrimalItem * > *resourceItems, TArray< float > *resourceWeightsOut)
float & CorpseLifespanNonRelevantField()
BitFieldValue< bool, unsigned __int32 > bHasPlayDying()
BitFieldValue< bool, unsigned __int32 > bCanHaveBaby()
TSubclassOf< UPrimalItem > * GetBabyCuddleFood(TSubclassOf< UPrimalItem > *result)
float & FollowingRunDistanceField()
TWeakObjectPtr< APrimalCharacter > & MountCharacterField()
BitFieldValue< bool, unsigned __int32 > bUseWildRandomScale()
BitFieldValue< bool, unsigned __int32 > bIsClearingRider()
float & ShipImpactImpulseMultiplierField()
bool BPAllowClaiming(AShooterPlayerController *forPlayer)
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestAllowUsableHarvestingAsWell()
AShooterCharacter * BPConsumeInventoryFoodItem(UPrimalItem *foodItem, bool bConsumeEntireStack)
long double & LastAmbientHarvestingAttackTimeField()
float & EggRangeMaximumNumberFromSameDinoTypeField()
float & EggChanceToSpawnUnstasisField()
FName & RiderSocketNameField()
FRotator * GetAimOffsetsTransform(FRotator *result, float DeltaTime, FTransform *RootRotOffsetTransform, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
float & GangDamageResistanceField()
BitFieldValue< bool, unsigned __int32 > bFlyerDontGainImpulseOnSubmerged()
BitFieldValue< bool, unsigned __int32 > bForcedLandingClearRider()
long double & LastServerTamedTickField()
long double & StartLandingTimeField()
USoundBase * StingerKilledMineField()
void EndCharging(bool bForce)
long double & LastPlayerDinoOverlapRelevantTimeField()
void DeathHarvestingFadeOut_Implementation()
FieldArray< char, 6 > ColorSetIndicesField()
bool BPHandleUseButtonPress(AShooterPlayerController *RiderController)
void ServerFinishedLanding_Implementation()
int & MaxSaddleStructuresNumField()
char & FollowStoppingDistanceField()
FVector & RidingFirstPersonViewLocationOffsetField()
int & RandomMutationsFemaleField()
BitFieldValue< bool, unsigned __int32 > bUseInteprolatedVelocity()
float & RiderFlyingRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bDontPlayAttackingMusic()
void OnControllerInitiatedAttack(int AttackIndex)
FString & DeathGiveAchievementField()
BitFieldValue< bool, unsigned __int32 > bCanOpenLockedDoors()
void RemovePassenger(APrimalCharacter *Character, bool bFromCharacter, bool bFromPlayerController)
float GetMyCurrentAmbientTemperature()
BitFieldValue< bool, unsigned __int32 > WildAmbientHarvestingAnimationServerTickPose()
AShooterPlayerController * AttackMyTargetForPlayerControllerField()
TWeakObjectPtr< AActor > & ForcedMasterTargetField()
BitFieldValue< bool, unsigned __int32 > bUseCustomHealthBarColor()
long double & DinoDownloadedAtTimeField()
void ServerToggleCharging()
BitFieldValue< bool, unsigned __int32 > bPreventFallingBumpCheck()
TArray< APrimalCharacter * > * GetPassengers(TArray< APrimalCharacter * > *result)
float & DeathInventoryChanceToUseField()
void NetUpdateDinoOwnerData(FString *NewOwningPlayerName, int NewOwningPlayerID)
FVector & TamedWanderHarvestCollectOffsetField()
BitFieldValue< bool, unsigned __int32 > bSupportsPassengerSeats()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
long double & LastRadialStepDamageTimeField()
void ServerRequestWaterSurfaceJump()
void GetPassengersAndSeatIndexes(TArray< APrimalCharacter * > *Passengers, TArray< int > *Indexes)
float & ScaleExtraRunningSpeedModifierMaxField()
BitFieldValue< bool, unsigned __int32 > bForceDrawFloatingHUDLimitDistance()
BitFieldValue< bool, unsigned __int32 > bCanCharge()
void BPDinoARKDownloadedBegin()
bool ShouldStillAllowRequestedMoveAcceleration()
float & HypoThermiaInsulationField()
long double & LastGrappledTimeField()
FRotator & LastRiderMountedWeaponRotationField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestDamage()
int AllowBolaBuffBy_Implementation(TSubclassOf< APrimalBuff > BuffClass, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bPreventWanderingUnderWater()
long double & LastEggBoostedTimeField()
BitFieldValue< bool, unsigned __int32 > bIKIgnoreSaddleStructures()
BitFieldValue< bool, unsigned __int32 > bOnlyDoStepDamageWhenRunning()
int GetSeatIndexForPassenger(APrimalCharacter *PassengerChar)
float & RiderMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bInitializedForReplicatedBasing()
BitFieldValue< bool, unsigned __int32 > bPreventBasingWhenUntamed()
int & TamingTeamIDField()
void ModifyDesiredRotation(FRotator *InDesiredRotation)
void UpdateBabyCuddling_Implementation(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
FString & OwningPlayerNameField()
float & BabyChanceOfTripletsField()
void RemoveFromMeleeSwingHurtList(AActor *AnActor)
float & FlyingRunSpeedModifierField()
FName & TargetingTeamNameOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsWakingTame()
void ApplyBoneModifiers(bool bForce)
int & OwningPlayerIDField()
long double & LastMoveForwardTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowWildDinoEquipment()
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
char & LastAttackIndexField()
BitFieldValue< bool, unsigned __int32 > bAllowPublicSeating()
float & Teleport_OffRaft_AllowedWithinRangeField()
void FedWakingTameDino_Implementation()
bool AllowSeamlessTravel()
BitFieldValue< bool, unsigned __int32 > bForceRiderDrawCrosshair()
float GetAttachedSoundVolumeMultiplier()
BitFieldValue< bool, unsigned __int32 > bLastAnyLegOnGround()
void Poop(bool bForcePoop)
UAnimSequence * TurningRightRiderAnimOverrideField()
void SpawnNewAIController(TSubclassOf< AController > NewAIController)
int & RandomMutationsMaleField()
BitFieldValue< bool, unsigned __int32 > bHasDied()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventOrderAllowed()
bool CanDragCharacter(APrimalCharacter *Character)
UAnimSequence * LatchedRiderAnimOverrideField()
float & LatchingDistanceLimitField()
BitFieldValue< bool, unsigned __int32 > bDrawBlueprintFloatingHUDWhenRidden()
int & GestationEggRandomMutationsMaleField()
bool ShouldReplicateRotPitch()
float & PaintConsumptionMultiplierField()
void BPOnSaddleStructuresUpdated(APrimalStructure *SaddleStructure, bool bWasRemoved)
BitFieldValue< bool, unsigned __int32 > bForceFoodItemAutoConsume()
TArray< FSaddlePassengerSeatDefinition > & SaddlePassengerSeatOverridesField()
void PlayWeightedAttackAnimation()
float BP_GetCustomModifier_RotationRate()
float & PercentChanceFemaleField()
BitFieldValue< bool, unsigned __int32 > bReceivedDinoAncestors()
float & LandingTraceMaxDistanceField()
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageWithoutRunning()
BitFieldValue< bool, unsigned __int32 > bDidAllowTickingTickingThisFrame()
void StopActiveState(bool bShouldResetAttackIndex)
float & WakingTameAffinityDecreaseGracePeriodField()
TArray< TSubclassOf< AActor > > & DamageVictimClassesIgnoreBlockingGeomtryTraceField()
bool BPOverrideMoveToOrder(FVector MoveToLocation, AShooterCharacter *OrderingPlayer, AActor *TargetActor)
FName & PassengerFPVCameraRootSocketField()
float & AutoFadeOutAfterTameTimeField()
void BPNotifySetRider(AShooterCharacter *RiderSetting)
BitFieldValue< bool, unsigned __int32 > bNeutered()
void IncrementImprintingQuality()
BitFieldValue< bool, unsigned __int32 > bAlwaysForcedAggro()
bool CanTarget(ITargetableInterface *Victim)
void OnRep_bBonesHidden()
void ServerToClientsPlayAttackAnimation_Implementation(char AttackinfoIndex, char AnimationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
bool SetTurretMode_Implementation(bool enabled)
float & MateBoostDamageGiveMultiplierField()
TArray< TSubclassOf< UPrimalEngramEntry > > & DeathGiveEngramClassesField()
float & NewFemaleMinTimeBetweenMatingField()
void OnRep_PassengerPerSeat()
float & OriginalCapsuleHalfHeightField()
void BPOnTamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
TArray< FDinoAncestorsEntry > & DinoAncestorsMaleField()
void ClientInterruptLanding_Implementation()
FName & PassengerBoneNameOverrideField()
UAnimMontage * StopRidingAnimOverrideField()
FName & WakingTameDistanceSocketNameField()
void SetCurrentAttackIndex(char index)
BitFieldValue< bool, unsigned __int32 > bAllowAutoUnstasisDestroy()
TArray< FVector > & LastSocketPositionsField()
float & RepairPercentPerIntervalField()
BitFieldValue< bool, unsigned __int32 > bPreventMating()
UAnimMontage * EnterFlightAnimField()
BitFieldValue< bool, unsigned __int32 > bTargetEverythingIncludingSameTeamInPVE()
bool IsUpdatingComponentTransforms(USceneComponent *InSceneComponent)
BitFieldValue< bool, unsigned __int32 > bOceanManagerDinoStasisPreventReUse()
float & TamedRunningSpeedModifierField()
bool BPCanAutodrag(APrimalCharacter *characterToDrag)
float & MeleeAttackStaminaCostField()
BitFieldValue< bool, unsigned __int32 > CanElevate()
static APrimalDinoCharacter * SpawnDino(UWorld *World, TSubclassOf< APrimalDinoCharacter > DinoClass, FVector SpawnLoc, FRotator SpawnRot, float LevelMultiplier, int ExtraLevelOffset, bool AddLevelOffsetBeforeMultiplier, bool bOverrideBaseNPCLevel, int BaseLevelOverrideValue, bool bNPCDontWander, float NPCAIRangeMultiplier, int NPCAbsoluteBaseLevel, bool bSpawnWithoutCapsuleOffset)
BitFieldValue< bool, unsigned __int32 > bIsCharging()
BitFieldValue< bool, unsigned __int32 > MovingForward()
BitFieldValue< bool, unsigned __int32 > bSaddleStructuresPreventCharacterBasing()
void Tick(float DeltaSeconds)
void OnNPCStartedAttack_Implementation(int AttackIndex, int AnimationIndex, bool bIsAltAnim, AActor *MyTarget)
FVector * BPModifyAimOffsetTargetLocation(FVector *result, FVector *AimTargetLocation)
void SetMountCharacter(APrimalCharacter *aCharacter)
void SetupTamed(bool bWasJustTamed)
bool AllowExtendedCraftingFunctionality()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & DeathGiveItemQualityMinField()
FString & TamerStringField()
BitFieldValue< bool, unsigned __int32 > bCanLatch()
float & BabyGestationProgressField()
long double & NextRidingFlyerUndergroundCheckField()
BitFieldValue< bool, unsigned __int32 > bUseBPChargingModifyInputAcceleration()
int & RandomMutationRollsField()
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
bool InitializeForReplicatedBasing()
long double & LastHigherScaleExtraRunningSpeedTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnTamedProcessOrder()
long double & LastTimeSwimSuffocatingField()
float & ChargeBumpImpulseField()
BitFieldValue< bool, unsigned __int32 > bUnclaimResetToOriginalTeam()
float GetGestationTimeRemaining()
void BPNotifyClearPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
float & XPEarnMultiplierField()
TArray< FName > & FPVRiderBoneNamesToHideField()
float & MaxDinoKillerTransferWeightPercentField()
int & LastPlayedAttackAnimationField()
FName & NonDedicatedFreezeWildDinoPhysicsIfLevelUnloadedField()
TWeakObjectPtr< APrimalCharacter > & CarriedCharacterField()
bool BPDesiredRotationIsLocalSpace()
FRotator * ProcessRootRotAndLoc(FRotator *result, float DeltaTime, FVector *RootLocOffset, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, float CurrentAimBlending, FRotator *TargetAimRot, float *RootRot)
AActor * GetOtherActorToIgnore()
void PostInitializeComponents()
USoundBase * OverrideAreaMusicField()
float & StasisedDestroyIntervalField()
FieldArray< char, 6 > PreventColorizationRegionsField()
float & AttackForceWalkRotationRateMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPDesiredRotationIsLocalSpace()
TArray< float > & EggWeightsToSpawnField()
bool TamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget)
void BPDidSetCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
long double GetForceClaimTime()
void ServerUpdateAttackTargets_Implementation(AActor *AttackTarget, FVector AttackLocation)
void BPUnsetupDinoTameable()
float & ExtraTamedSpeedMultiplierField()
BitFieldValue< bool, unsigned __int32 > bClientWasTamed()
void OnPrimalCharacterSleeped()
FName & RiderLatchedFPVCameraUseSocketNameField()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowClaiming()
FVector & RidingAttackExtraVelocityField()
void SetImprintPlayer(AShooterCharacter *ForChar)
char & TribeGroupPetOrderingRankField()
void ServerUpdateAttackTargets(AActor *AttackTarget, FVector AttackLocation)
TSubclassOf< UPrimalDinoSettings > & LowHealthDinoSettingsField()
bool WalkingAllowCheckFall(FVector *DeltaWalk)
void ServerRequestAttack_Implementation(int attackIndex)
UAnimSequence * TurningLeftRiderAnimOverrideField()
void RemoveBasedPawn(AActor *anPawn)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
float & WildLeveledDamageMultiplierField()
float & SwimmingRunSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bForceReachedDestination()
static UClass * StaticClass()
bool BPForceTurretFastTargeting()
BitFieldValue< bool, unsigned __int32 > bForceWildDeathInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bUseLocalSpaceDesiredRotationWithRider()
FVector * BP_OverrideClosestShipEdgeTeleportLocation(FVector *result, FVector CurrentShipEdgeLocation, APrimalRaft *ForShip)
FieldArray< char, 6 > GestationEggColorSetIndicesField()
float & StepDamageFootDamageAmountField()
void OnUpdateMountedDinoMeshHiding(bool bshouldBeVisible)
float BPModifyHarvestingQuantity(float originalQuantity, TSubclassOf< UPrimalItem > resourceSelected)
BitFieldValue< bool, unsigned __int32 > bDroppedInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
BitFieldValue< bool, unsigned __int32 > bHideFloatingHUD()
FieldArray< char, 16 > GestationEggNumberOfLevelUpPointsAppliedField()
BitFieldValue< bool, unsigned __int32 > bSuppressWakingTameMessage()
BitFieldValue< bool, unsigned __int32 > bUseBPShouldCancelDoAttack()
FVector & WaterSurfaceExtraJumpVectorField()
BitFieldValue< bool, unsigned __int32 > bPreventFlyerFlyingRider()
bool ShouldDealDamage(AActor *TestActor)
void ServerToggleCharging_Implementation()
int & AbsoluteBaseLevelField()
long double & NextTamedDinoCharacterStatusTickTimeField()
void BrakeDinoBP(float Val)
BitFieldValue< bool, unsigned __int32 > bAllowCarryFlyerDinos()
FName & MountCharacterSocketNameField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyDesiredRotation()
FString & LatestUploadedFromServerNameField()
bool ShouldIgnoreMoveCombiningOverlap()
float & DediForceStartAttackAfterAnimTimeField()
float & LastTimeWhileHeadingToGoalField()
BitFieldValue< bool, unsigned __int32 > bCanBeOrdered()
FString * GetShortName(FString *result)
TArray< APrimalStructure * > SaddledStructuresField()
BitFieldValue< bool, unsigned __int32 > bRiderMovementLocked()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void SetForcedAggro(ITargetableInterface *Targetable, float AggroAmount, float ForcedAggroTime)
float & BabyMinCuddleIntervalField()
float & HypoThermalInsulationField()
void OnPrimalCharacterUnsleeped()
float & DeathInventoryQualityPerLevelMultiplierField()
float & LeavePlayAnimBelowHealthPercentField()
bool AllowWakingTame(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bForceDrawHUDWithoutRecentlyRendered()
float & PlatformSaddleMaxStructureBuildDistance2DField()
BitFieldValue< bool, unsigned __int32 > bGlideWhenMounted()
BitFieldValue< bool, unsigned __int32 > bDisplayKilledNotification()
int & PersonalTamedDinoCostField()
float & AlphaLevelMinField()
void SetCarryingDino(APrimalDinoCharacter *aDino)
float & ScaleExtraRunningSpeedModifierMinField()
unsigned int & DinoID1Field()
int & LastTempDampenMovementInputAccelerationFrameField()
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_MaxSpeed()
BitFieldValue< bool, unsigned __int32 > bWasBaby()
BitFieldValue< bool, unsigned __int32 > bPreventFlyerLanding()
void InitDownloadedTamedDino(AShooterPlayerController *TamerController, int AltTeam)
float & WakingTameAllowFeedingFoodPercentageField()
void BP_OnRiderChangeWeapons(AShooterCharacter *theRider, UPrimalItem *newWeapon)
BitFieldValue< bool, unsigned __int32 > bUseBPTamedTick()
float & OpenDoorDelayField()
void GetAttackTargets(AActor **attackActor, FVector *attackLoc)
TArray< APrimalStructure * > LatchedOnStructuresField()
FVector & LastCheckedLocationField()
int GetFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
long double & BabyNextCuddleTimeField()
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
bool ModifyInputAcceleration(FVector *InputAcceleration)
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bCanTargetVehicles()
float & AIDinoForceActiveUntasisingRangeField()
float & SwimSoundIntervalPerHundredSpeedField()
float & TamedWalkingSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanDragCharacter()
BitFieldValue< bool, unsigned __int32 > bCanUnclaimTame()
float & ExtraStasisComponentCollisionPlayerRelevantRangeField()
void OnStopTargeting(bool bFromGamepadLeft)
BitFieldValue< bool, unsigned __int32 > bPreventFlyerCapsuleExpansion()
FVector & FloatingHUDTextWorldOffsetField()
float & FlyerAttachedExplosiveSpeedMultiplierField()
float & AcceptableLandingRadiusField()
BitFieldValue< bool, unsigned __int32 > bForcePerfectTame()
BitFieldValue< bool, unsigned __int32 > bIsCarryingCharacter()
FieldArray< float, 2 > GenderSpeedMultipliersField()
UTexture2D * ReplicatedTeamHighlightTagTextureField()
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
void BPNotifyNameEditText(AShooterPlayerController *ForPC)
float GetCorpseTargetingMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseGang()
BitFieldValue< bool, unsigned __int32 > bWildTargetEverything()
USoundBase * StingerKilledTheirsField()
bool DoAttack(int AttackIndex, bool bSetCurrentAttack)
float & StepDamageRadialDamageIntervalField()
int & MaxGangCountField()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllyLook()
BitFieldValue< bool, unsigned __int32 > bGlideWhenFalling()
float & AllowRidingMaxDistanceField()
void RemoveStructure(APrimalStructure *Structure)
float & ExtraBabyGestationSpeedMultiplierField()
TSubclassOf< APrimalBuff > & MountedBuffField()
TWeakObjectPtr< AShooterCharacter > & RiderField()
BitFieldValue< bool, unsigned __int32 > bUseBabyGestation()
void ResetCurrentAttackIndex()
bool CanTakePassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos)
long double & LastMatingNotificationTimeField()
void BPNotifyCarriedDinoBabyAgeIncrement(APrimalDinoCharacter *AgingCarriedDino, float PreviousAge, float NewAge)
int & DeathGivesDossierIndexField()
BitFieldValue< bool, unsigned __int32 > bWildIgnoredByAutoTurrets()
bool CanRide(AShooterCharacter *byPawn, char *bOutHasSaddle, char *bOutCanRideOtherThanSaddle, bool bDontCheckDistance)
UAnimMontage * ExitFlightAnimField()
bool WantsPerFrameSkeletalAnimationTicking()
float & EnemyDrawFloatingHUDLimitDistanceField()
void ClearMountCharacter(bool bFromMountCharacter)
BitFieldValue< bool, unsigned __int32 > bKeepInventoryForWakingTame()
UAnimMontage * FallAsleepAnimField()
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawFloatingHUD()
UPrimalItem * GetBestInventoryFoodItem(float *FoodIncrease, bool bLookForAffinity, bool bFoodItemRequiresLivePlayerCharacter, UPrimalItem **foundFoodItem, bool bLookForWorstFood)
TWeakObjectPtr< AActor > & RiderAttackTargetField()
BitFieldValue< bool, unsigned __int32 > bEquippedItemsForceUseFirstPlayerAttachment()
float & WildAmbientHarvestingTimerField()
UAnimMontage * DinoWithPassengerAnimField()
BitFieldValue< bool, unsigned __int32 > bDoStepDamage()
void RemoveDinoReferenceFromLatchingStructure()
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
BitFieldValue< bool, unsigned __int32 > bUseBPOnRepIsCharging()
int & OriginalTargetingTeamField()
void AddFlyerTakeOffImpulse()
BitFieldValue< bool, unsigned __int32 > bHideFloatingName()
float & NPCSpawnerLevelMultiplierField()
float & HyperThermiaInsulationField()
float & AttackRangeOffsetField()
FVector & UnboardLocationTraceOffsetField()
float BlueprintGetAttackWeight(int AttackIndex, float inputWeight, float distance, float attackRangeOffset, AActor *OtherTarget)
BitFieldValue< bool, unsigned __int32 > bIsLatched()
void ServerRequestAttack(int attackIndex)
float & GestationEggTamedIneffectivenessModifierField()
BitFieldValue< bool, unsigned __int32 > bForceUniqueControllerAttackInputs()
void BPUntamedConsumeFoodItem(UPrimalItem *foodItem)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, unsigned int ExtraID1, unsigned int ExtraID2)
BitFieldValue< bool, unsigned __int32 > bRetainCarriedCharacterOnDismount()
BitFieldValue< bool, unsigned __int32 > bUsePlayerMountedCarryingDinoAnimation()
BitFieldValue< bool, unsigned __int32 > bDidSetupTamed()
FVector & RiderEjectionImpulseField()
int GetTamedDinoCountCost()
float & AICombatRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bPreventUnalignedDinoBasing()
TArray< float > & AttackAnimationsTimeFromEndToConsiderFinishedField()
float & RandomPlayStartledAnimIntervalMaxField()
void OnElevateDino(float Val)
BitFieldValue< bool, unsigned __int32 > bFlyerDisableEnemyTargetingMaxDeltaZ()
float & AttackOnLaunchMaximumTargetDistanceField()
UAnimMontage * MountCharacterAnimationField()
void FireProjectileLocal(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
bool AddToMeleeSwingHurtList(AActor *AnActor)
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByStrutures()
BitFieldValue< bool, unsigned __int32 > bPreventNeuter()
TSubclassOf< UDamageType > & MeleeDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bDamageNonFoliageFeetSocketsOnly()
BitFieldValue< bool, unsigned __int32 > bWildAllowTargetingNeutralStructures()
float & MinChargeIntervalField()
long double & LastEatAnimationTimeField()
bool BPHandleControllerInitiatedAttack(int AttackIndex)
float & DediForceAttackAnimTimeField()
float & WakingTameAffinityDecreaseFoodPercentageField()
void FireMultipleProjectiles(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
long double & LastOverTameLimitDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bWasChargingBlocked()
bool BPHandleOnStopTargeting()
void UpdateStatusComponent(float DeltaSeconds)
float BP_GetCustomModifier_MaxSpeed()
BitFieldValue< bool, unsigned __int32 > bDinoPreventsUnclaiming()
void SetPreventSaving(bool fPreventSaving)
float & AlphaHarvestComponentHealthMultiplierMinLevelField()
static APrimalDinoCharacter * FindDinoWithID(UWorld *aWorld, unsigned int DinoID1, unsigned int DinoID2)
long double & LastStartedCarryingCharacterTimeField()
BitFieldValue< bool, unsigned __int32 > bPreventAllRiderWeapons()
BitFieldValue< bool, unsigned __int32 > bCanMountOnHumans()
void BPNotifyClearRider(AShooterCharacter *RiderClearing)
void DinoShoulderMountedLaunch(FVector launchDir, AShooterCharacter *throwingCharacter)
float & RandomPlayStartledAnimIntervalMinField()
BitFieldValue< bool, unsigned __int32 > bUsesGender()
void BPNotifyMateBoostChanged()
void AnimNotifyMountedDino()
float & SlowFallingStaminaCostPerSecondField()
void ForceUpdateColorSets(int ColorRegion, int ColorSet)
float GetBaseDragWeight()
void BPDrawToRiderHUD(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bIgnoreServerTamedTick()
void SetFlight(bool bFly, bool bCancelForceLand)
void TargetingTeamChanged()
BitFieldValue< bool, unsigned __int32 > bIsBaby()
APrimalDinoCharacter * MatingWithDinoField()
void SetAnimWeightsForAttackAtIndex(int attackIndex, TArray< float > newWeights)
void NetUpdateDinoNameStrings(FString *NewTamerString, FString *NewTamedName)
void ControllerLeavingGame(AShooterPlayerController *theController)
void ServerCallMoveTo_Implementation(FVector MoveToLoc, AActor *TargetActor)
FString * GetTutorialHintString(FString *result)
float & StepRadialDamageOffsetField()
void BPNotifyIfPassengerLaunchShoulderMount(APrimalCharacter *launchedCharacter)
void AddedImprintingQuality(float Amount)
UAnimSequence * RiderMoveAnimOverrideField()
float & AlphaXPMultiplierMaxLevelField()
TArray< AActor * > * GetTracingIgnoreActors()
char & CurrentPassengerSeatIndexField()
BitFieldValue< bool, unsigned __int32 > bPreventBackwardsWalking()
int GetExtraFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
float & WildRunningRotationRateModifierField()
void AddedImprintingQuality_Implementation(float Amount)
void ClearCarriedCharacter(bool fromCarriedCharacter, bool bCancelAnyCarryBuffs)
float & MaxLandingTimeField()
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFalling()
bool BP_InterceptMoveRight(float axisValue)
long double & LastUpdatedBabyAgeAtTimeField()
long double & LastAttackedTargetTimeField()
int & LoadDestroyWildDinosUnderVersionField()
float & ChargingActivationConsumesStaminaField()
BitFieldValue< bool, unsigned __int32 > bScaleExtraRunningSpeedModifier()
void DrawFloatingHUD(AShooterHUD *HUD)
float & ChargingAnimDelayField()
void ServerRequestBraking(bool bWantsToBrake)
float & CorpseTargetingMultiplierField()
BitFieldValue< bool, unsigned __int32 > bRiderDontRequireSaddle()
BitFieldValue< bool, unsigned __int32 > bUsesPassengerAnimOnDinos()
bool BPAllowCarryCharacter(APrimalCharacter *checkCharacter)
void DoMate(APrimalDinoCharacter *WithMate)
BitFieldValue< bool, unsigned __int32 > bHadStaticBase()
BitFieldValue< bool, unsigned __int32 > bUseLowQualityAnimationTick()
BitFieldValue< bool, unsigned __int32 > bHandleUseButtonPressBP()
FName & DinoNameTagField()
bool AllowMountedWeaponry(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
BitFieldValue< bool, unsigned __int32 > bWaitingForFirstIKTraceOrBasedMovement()
float & ControlFacePitchInterpSpeedField()
void OverrideRandomWanderLocation(FVector *originalDestination, FVector *inVec)
int & MaxSaddleStructuresHeightField()
BitFieldValue< bool, unsigned __int32 > bHasMateBoost()
float & ExtraTamedBaseHealthMultiplierField()
TArray< float > & FertilizedEggWeightsToSpawnField()
BitFieldValue< bool, unsigned __int32 > bAnimIsMoving()
BitFieldValue< bool, unsigned __int32 > bUseBPPlayDying()
TArray< TSubclassOf< UPrimalItem > > & DeathGiveItemClassesField()
bool IsUsingBolaSleepingAnimations()
BitFieldValue< bool, unsigned __int32 > bRiderUseDirectionalAttackIndex()
bool AllowCarryCharacter(APrimalCharacter *CanCarryPawn)
BitFieldValue< bool, unsigned __int32 > bIsTrapTamed()
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
long double & LastRiderMountedWeaponRotationSentTimeField()
FString * GetDescriptiveName(FString *result)
long double & LastInAllyRangeTimeField()
void ClientStartLanding(FVector landingLoc)
bool BPHandleOnStopFire()
bool BPAllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
float & BabyPitchMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForcePreventWakingTame()
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowBackwardsFlight()
long double & EndAttackTargetTimeField()
void SetBabyAge(float TheAge)
TWeakObjectPtr< AActor > & TargetField()
BitFieldValue< bool, unsigned __int32 > bAllowsTurretMode()
void NetUpdateDinoNameStrings_Implementation(FString *NewTamerString, FString *NewTamedName)
float & AlphaLevelMaxField()
void BSetupDinoTameable()
BitFieldValue< bool, unsigned __int32 > bForceDisablingTaming()
BitFieldValue< bool, unsigned __int32 > bPlatformSaddleIgnoreRotDotCheck()
TSubclassOf< UPrimalItem > & ItemSetExtraItemClassField()
float & MinQualityMultiplierField()
TArray< FSupplyCrateItemSet, FDefaultAllocator > & AdditionalItemSetsField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & MaxItemSetsField()
float & NumItemSetsPowerField()
float & MaxQualityMultiplierField()
TSubclassOf< UPrimalSupplyCrateItemSets > & AdditionalItemSetsOverrideField()
bool & bSetsRandomWithoutReplacementField()
float & ItemSetExtraItemQuantityByQualityPowerField()
TArray< FSupplyCrateItemSet, FDefaultAllocator > & ItemSetsField()
float & IntervalPercentHealthToLoseField()
int & MaxLevelToAccessField()
float & ItemSetExtraItemQuantityByQualityMultiplierField()
TSubclassOf< UPrimalSupplyCrateItemSets > & ItemSetsOverrideField()
float & IntervalToLoseHealthAfterAccessField()
float & InitialTimeToLoseHealthField()
float & MinItemSetsField()
int & RequiredLevelToAccessField()
float & IntervalTimeToLoseHealthField()
BitFieldValue< bool, unsigned __int32 > bIsBonusCrateField()
float & TargetingSpeedModifierField()
FName & RightShoulderBoneNameField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
long double & LastTaggedTimeField()
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
unsigned __int64 & LastRequestedTribeIDField()
bool ShouldReplicateRotPitch()
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
BitFieldValue< bool, unsigned __int32 > bWasForceHideCharacter()
bool IsValidUnStasisCaster()
TEnumAsByte< enum EPrimalStatsValueTypes::Type > & BestInstantShotResultField()
float & ReplicatedWeightField()
char & HeadHairIndexField()
TArray< UAnimSequence * > AnimSequencesOverrideFromField()
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
void ServerRequestFeatCooldowns()
UAnimMontage * DraggingCharacterAnimField()
void LocalStopCaptainOrder(int OrderIndex)
UAnimSequence * DefaultDinoRidingAnimationField()
UAnimMontage * CuddleAnimationField()
float GetCharacterAdditionalHypothermiaInsulationValue()
void NotifyBumpedPawn(APawn *BumpedPawn)
TArray< UAnimMontage * > AnimOverrideToField()
void PlayEmoteAnimation(char EmoteIndex)
void ShowDiscoveryExplorerNoteOnDelay(int ExplorerNoteIndex)
void ServerTryToReloadBallista()
int & LastCameraAttachmentChangedIncrementField()
FVector * CalculateLookAtHeadLocation(FVector *result)
FRotator * GetPassengerAttachedRotation(FRotator *result)
void OnRep_PlayerBadgeGroup()
static UClass * GetPrivateStaticClass()
float & TimeBetweenStatusStateSoundsField()
float & ExtraFloatVarField()
float & AgeMinDisplayYearsField()
FieldArray< UTexture2D *[5], 25 > PlayerMeshNoEquipmentShrinkageMasksField()
BitFieldValue< bool, unsigned __int32 > bWasFirstPerson()
float & OriginalCollisionHeightField()
USoundCue * StartCrouchSoundField()
void UpdateSeatingStructureHandIK()
void ClientOrderedMoveTo(FVector MoveToLoc, AActor *MoveToActorRef)
static void ApplyWetnessHelper(UMeshComponent *Mesh, float Wetness)
void TickUpdateHandIK(float DeltaSeconds)
float & LastTimeSoundPlayedField()
bool CanDoUsableHarvesting()
__int64 & SeenTutorialBitFlagsField()
USoundBase * JumpSoundField()
bool & bAwaitingSeamlessTravelControllerField()
UAnimMontage * GetOverridenMontage(UAnimMontage *AnimMontage)
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
void ClientPrepareForSeamlessTravel_Implementation()
void ServerCallMoveTo_Implementation(FVector MoveToLoc, AActor *TargetActor)
long double & AllianceInviteTimeField()
void ServerSetBallistaNewRotation(float Pitch, float Yaw)
FItemNetID & NextWeaponItemIDField()
void SetCameraMode(bool bFirstperson, bool bIgnoreSettingFirstPersonRiding)
float GetPercentageOfFacialHairGrowth()
float & FullAgeGameTimeIntervalField()
UPrimalPlayerData * GetPlayerData()
float & WalkBobMagnitudeField()
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
void ServerSailRiderSetThrottleInput_Implementation(float Val)
BitFieldValue< bool, unsigned __int32 > bIsConnected()
TArray< UAnimMontage * > EmoteAnimsField()
bool & bIsRainWateredField()
float & WetMaximumTemperatureReductionField()
void RenamePlayer(FString *NewName)
TWeakObjectPtr< APrimalCharacter > & CurrentGrappledToCharacterField()
float & MinRunningSpeedModifierField()
TSubclassOf< AShooterWeapon > & MapWeaponField()
BitFieldValue< bool, unsigned __int32 > bLastLocInterpProne()
void ForceGiveDefaultWeapon()
float GetHeadHairMorphTargetValue()
long double & LastTaggedTimeExtraField()
void ClientReceiveNextWeaponID_Implementation(FItemNetID theItemID)
void SetCarriedPitchYaw(float NewCarriedPitch, float NewCarriedYaw)
FName & RightTipBoneNameField()
TArray< FItemNetID > & WeaponsToReloadAllField()
unsigned int & CurrentVoiceModeAsUInt32Field()
void ServerStartSurfaceCameraForPassenger_Implementation(float yaw, float roll, float pitch, bool bShouldInvertInput)
FString * GetDescriptiveName(FString *result)
void ClientReceiveNextWeaponID(FItemNetID theItemID)
FRotator & LastDinoAimRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bPossessionDontUnsleep()
BitFieldValue< bool, unsigned __int32 > bWasSubmerged()
void ClientReceiveFeatCooldowns(TArray< FFeatCooldown > *theFeatCooldowns)
UAnimMontage * StartRidingAnimField()
float & AppliedBobField()
void ClientProcessLadderAttachment()
AActor * LockOnTargetField()
long double & LastCombatActionTimeField()
float & ExtendedInfoTooltipCheckRangeField()
float & IntervalForFullHeadHairGrowthField()
void ServerStartSurfaceCameraForPassenger(float yaw, float pitch, float roll, bool bShouldInvertInput)
int & PlayerNumUnderGroundFailField()
BitFieldValue< bool, unsigned __int32 > bGaveTutorialFinishedItems()
void ServerCheckDrinkingWater()
bool & bClientIgnoreCurrentVoiceModeReplicationsField()
long double & LocalDiedAtTimeField()
void OnEndDrag_Implementation()
bool TryAccessInventory()
bool & bSkipNextLocalPossessedByField()
long double & InterpLastCrouchProneStateChangeTimeField()
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
void PlayTalkingAnimation()
BitFieldValue< bool, unsigned __int32 > bFastTravelling()
FVector & UpdateHypoThermalInsulationPositionField()
bool & bIsServerAdminField()
float ModifyAirControl(float AirControlIn)
void PossessedBy(AController *InController)
void AttachToLadder(USceneComponent *Parent)
BitFieldValue< bool, unsigned __int32 > bHadWeaponWhenStartedClimbingLadder()
bool ShouldIKBeForceDisabled()
FString & PlayerNameField()
AActor * StructurePlacementUseAlternateOriginActor()
void SetRidingDino(APrimalDinoCharacter *aDino)
void ClientClearTribeRequest()
void ClientNetEndClimbingLadder_Implementation()
float & GlobalWindHairLerpField()
int & LastCapsuleAttachmentChangedIncrementField()
long double & UploadEarliestValidTimeField()
TWeakObjectPtr< AController > & LastControllerField()
unsigned int GetUniqueNetIdTypeHash()
long double & LastGrapHookDetachTimeField()
int & LastMeshAttachmentChangedIncrementField()
BitFieldValue< bool, unsigned __int32 > bIsUpdatingPawnMeshes()
FVector2D & ExtendedInfoTooltipPaddingField()
float & CurrentWeaponBobSpeedField()
float & PreviousAgeField()
long double & LastPressReloadTimeField()
void OnRep_CurrentVoiceModeAsUInt32()
long double & LastAttackTimeField()
void ServerWhistleOpenSails()
BitFieldValue< bool, unsigned __int32 > bUsingWeaponHandIK()
long double & ReloadLastAttemptedWeaponReloadTimeField()
void ServerSetViewingInventory_Implementation(bool bIsViewing)
FItemNetID & LastReloadAllItemIDField()
long double & LastCollisionStuckTimeField()
void DelayedTransitionFixup()
float GetRecoilMultiplier()
UAnimMontage * MountedCarryingDinoAnimationField()
TWeakObjectPtr< AShooterCharacter > & LastRequestedTribePlayerCharacterField()
bool UseAdditiveStandingAnim()
bool CanGiveCaptainOrders()
bool CheckShipPenetrations()
void ServerSetCaptainsOrderToLastPassive_Implementation(ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
void InitiateTrade_Implementation(unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
void ServerSailRiderSetThrottleValue(float Val)
UAnimMontage * VoiceYellingAnimField()
float & MuscleToneField()
UAnimMontage * CallMoveToAnimField()
BitFieldValue< bool, unsigned __int32 > bAttachedToHostCharacter()
long double & LastUpdatedAimActorsTimeField()
void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
int & _GrapHookCableObjectCountField()
void DrawFloatingChatMessage(AShooterHUD *HUD, FString Message, long double receivedChatTime)
float & PercentOfFullHeadHairGrowthField()
FString & VivoxUsernameField()
bool & bCurrentDiscoveryZoneAllowSeaField()
void ApplyEquipmentShrinkageMasks()
void NetSetFacialHairPercent_Implementation(float thePercent, int newFacialHairIndex)
void ReleaseSeatingStructureHandIK()
void ClientNetEndClimbingLadder()
BitFieldValue< bool, unsigned __int32 > bLastLocInterpCrouched()
long double & LastNotStuckTimeField()
bool AllowSeamlessTravel()
float GetMaxGrapplePullMass()
long double & PressCrouchProneToggleTimeField()
float & ClientSeatedViewRotationYawField()
float & FacialHairGrowthParamQuantizationField()
long double & PossessedAtTimeField()
void DetachFromLadder_Implementation(bool bIgnoreOnAutonomousProxy)
BitFieldValue< bool, unsigned __int32 > bLastViewingInventory()
void ServerSailRiderSetRotationInput_Implementation(float Val)
bool IsGameInputAllowed()
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
UAnimSequence * GetAdditiveStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
void FinishWeaponSwitch()
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
float & TotalTimeForVitaEqField()
bool & bForceTeleportClientToHostField()
FItemNetID & PreMapWeaponItemNetIDField()
void ServerTellNPCCaptainSailFacingDirection(float YawDir)
static AShooterCharacter * FindForPlayerController(AShooterPlayerController *aPC)
void ServerTryToCycleBallistaAmmoType()
long double & LastTimeInFallingField()
bool CanJumpInternal_Implementation()
TArray< UAnimSequence * > AnimSequenceOverrideToField()
UAudioComponent * LastGrapHookACField()
bool & bWasHostPlayerField()
void ClientSetRotation(FRotator NewRotation)
bool IsPlayingUpperBodyCallAnimation_Implementation()
float & InterpolatedWetsField()
void OnRep_VivoxUsername()
void NetSetOverrideFacialHairColor_Implementation(FLinearColor HairColor)
long double & LastEmoteTryPlayTimeField()
long double & BornAtNetworkTimeField()
void LocalPossessedBy(APlayerController *ByController)
void ClientOnDiscoveredZone(int ZoneId, int NewNumZonesDiscovered)
void ClientReceiveFeatCooldowns_Implementation(TArray< FFeatCooldown > *theFeatCooldowns)
long double & LastUnproneTimeField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & LoggedOutTargetingDesirabilityField()
float GetTargetingDesirability(ITargetableInterface *Attacker)
BitFieldValue< bool, unsigned __int32 > bIsSwitchingToYarkMeleeInCombat()
void Tick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bFastTravelled()
bool AllowDinoTargetingRange(FVector *AtLoc, float TargetingRange, AActor *ForAttacker)
TSubclassOf< AShooterWeapon > & CompassWeaponField()
FieldArray< FLinearColor, 4 > BodyColorsField()
FUniqueNetIdRepl & PlatformProfileIDField()
void ClientPlayHarvestAnim()
bool GetAdditiveStandingAnimNonAdditive()
void TargetingTeamChanged()
float GetRidingDinoAnimSpeedRatio()
float & bBendArmLengthFactorField()
void GiveMapWeapon(unsigned int typeIndex)
void PostInitializeComponents()
void ServerSailRiderSetThrottleInput(float Val)
float & LastAdditionalHypoThermalInsulationField()
void UpdateSwimmingState()
float & WeaponBobSpeedBaseField()
void ServerDetachGrapHookCable_Implementation(bool bDoUpwardsJump, float UpwardsJumpYaw)
void OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
float & CurrentForwardBindingAlphaField()
bool CanDragCharacter(APrimalCharacter *Character)
bool & bPreventWeaponMovementAnimsField()
BitFieldValue< bool, unsigned __int32 > bPlayFirstSpawnAnim()
FString * LinkedPlayerIDString(FString *result)
void SwitchMap(unsigned int typeIndex)
FVector & WeaponBobMagnitudes_TargetingField()
float & CurrentAimBlendingField()
BitFieldValue< bool, unsigned __int32 > bWasOverrideHiddenShadowValue()
long double & LastUseHarvestTimeField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bForceSwitchAsPrimaryWeaponOnce()
void PreInitializeComponents()
unsigned __int64 & LinkedPlayerDataIDField()
bool ShouldOverrideWalkingVelocity()
int & SimulatedLastFrameProcessedForceUpdateAimedActorsField()
void NotifyEquippedItems()
void GameStateHandleEvent_Implementation(FName NameParam, FVector VecParam)
float & PercentOfFullFacialHairGrowthField()
void OnCameraUpdate(FVector *CameraLocation, FRotator *CameraRotation)
void ServerSetIsVoiceActive_Implementation(bool IsActive)
long double & LastIndoorCheckTimeField()
UAnimMontage * ActivateInventoryAnimationField()
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
bool IsValidForStatusRecovery()
unsigned int & UniqueNetIdTypeHashField()
void ClientOrderedMoveTo_Implementation(FVector MoveToLoc, AActor *MoveToActorRef)
bool IsCurrentPassengerLimitCameraYaw()
float & LastSweepCapsuleRadiusField()
FName & ExtraNameVarField()
BitFieldValue< bool, unsigned __int32 > bHatHidden()
BitFieldValue< bool, unsigned __int32 > bBeganPlay()
AActor * GetSecondaryMountedActor()
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
BitFieldValue< bool, unsigned __int32 > bCreatedFromSeamlessRespawn()
FVector & LastStasisCastPositionField()
long double & LastStartedTalkingTimeField()
void ControllerLeavingGame(AShooterPlayerController *theController)
float & BendMaxAngleField()
TSubclassOf< AShooterWeapon > & GPSWeaponField()
USoundCue * LowHealthSoundField()
UAnimMontage * TalkingAnimField()
FName & LeftShoulderBoneNameField()
float & WalkBobInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bIsLockedOn()
void ServerRequestCaptainOrder_Implementation(int OrderIndex, TArray< int > *GroupsIndex)
float GetActualTargetingFOV(float DefaultTargetingFOV)
float GetCharacterAdditionalHyperthermiaInsulationValue()
void ServerSwitchMap_Implementation(unsigned int typeIndex)
void FinalLoadedFromSaveGame()
TMap< APrimalRaft *, FRelativePositionEntry, FDefaultSetAllocator, TDefaultMapKeyFuncs< APrimalRaft *, FRelativePositionEntry, 0 > > ShipsRelativePositionMapField()
void ServerSailRiderSetThrottleValue_Implementation(float Val)
long double & LastInvitedToAllianceTimeField()
FVector & ExtraExtraVectorVarField()
void ServerFireBallistaProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir)
FVector & WeaponBobMagnitudesField()
void ServerWhistleCloseSails()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
float & WalkSpeedThresholdField()
float & LastAdditionalHyperThermalInsulationField()
void ServerCallMoveToRaft_Implementation(FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
float & LadderLateralJumpVelocityField()
void ServerUpdateCurrentVoiceModeAsUInt32_Implementation(unsigned int NewValue)
bool ShouldOverrideNewFallVelocity()
float & WeaponBobMaxMovementSpeedField()
int & CurrentDiscoveryZoneIDField()
void ServerTryToReloadBallista_Implementation()
void AttachToLadder_Implementation(USceneComponent *Parent)
BitFieldValue< bool, unsigned __int32 > bPlaySpawnAnim()
float & BobMaxMovementSpeedField()
bool & bIsActivelyTalkingField()
float & WalkBobOldSpeedField()
FVector * OverrideWalkingVelocity(FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bUseAlternateFallBlendspace()
float GetTargetingSpeedModifier()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
void OnVoiceTalkingStateChanged(bool talking, bool IsUsingSuperRange)
unsigned int & AllianceInviteIDField()
float & LastSweepCapsuleHeightField()
FString * GetShortName(FString *result)
void ServerSwitchMap(unsigned int typeIndex)
UAnimMontage * SpawnIntroAnim1PField()
void ServerUpdateCurrentVoiceModeAsUInt32(unsigned int NewValue)
void ServerRequestFeatCooldowns_Implementation()
void AttachToHostCharacter(APawn *HostCharacter)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
void Poop(bool bForcePoop)
long double & NextUpdateHypoThermalInsulationTimeField()
USoundCue * StartProneSoundField()
void ClientInviteToAlliance_Implementation(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
TArray< FName > & LowerBodyPartRootBonesField()
FItemNetID & PreInventoryWeaponItemNetIDField()
float & GlobalDynamicsHairLerpField()
float & WetMinimumTemperatureReductionField()
FieldArray< float, 66 > BonePresetsField()
bool AllowGrappling_Implementation()
bool IsRunning(bool bIncludeFalling, bool bIncludeRunTurning)
void ServerLaunchMountedDino_Implementation()
USoundBase * ThrowCharacterSoundField()
float & WaterLossRateMultiplierField()
bool ShouldTempDisableMultiFabrik()
void OnStopTargeting(bool bFromGamepadLeft)
void InviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString AllianceName, FString InviteeName)
bool IsPlayingUpperBodyCallAnimation()
long double & LastTaggedTimeThirdField()
void ClientNotifyTribeRequest_Implementation(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
void UpdateTopTribesGroup()
float & EnemyPlayerMaxCursorHUDDistanceProneField()
BitFieldValue< bool, unsigned __int32 > bReloadAllSwitchedToFirstWeapon()
float & WeaponBobMinimumSpeedField()
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
void NetSimulatedForceUpdateAimedActors(float OverrideMaxDistance)
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
void SetEnableHandIK(bool bLeft, bool bRight, bool bBindForwad)
float & GrapHookCableWidthField()
UAudioComponent * CharacterStatusStateSoundComponentField()
bool & bIsPreviewCharacterField()
FItemNetID & PreInventoryWeaponItemNetIDSecondaryField()
UAnimMontage * FirstSpawnAnimField()
UAnimMontage * CallStayAnimField()
bool PreventMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
void DelayGiveDefaultWeapon(float DelayTime)
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
void ServerLaunchMountedDino()
BitFieldValue< bool, unsigned __int32 > bGaveInitialItems()
void ModifyFirstPersonCameraLocation(FVector *Loc, float DeltaTime)
void ForceGiveGlobalDiscoveryZoneByID(int ZoneId, bool bDontNotifyClient)
long double & LastRequestedTribeTimeField()
void SetCarriedPitchYaw_Implementation(float NewCarriedPitch, float NewCarriedYaw)
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
UPrimalPlayerData * TravellingPlayerDataField()
float & HeadHairGrowthParamQuantizationField()
float & WetnessDrySpeedField()
UAnimSequence * DefaultDinoRidingMoveAnimationField()
long double GetLastFeatUsedTime(TSubclassOf< APrimalBuff > FeatClass)
void ServerResyncNameToClients()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
void ServerNetEndClimbingLadder_Implementation(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
UAnimMontage * CallStayAnimSingleField()
void OnSpawnPointsRecieved()
long double & LastEmotePlayTimeField()
bool UseAlternateStandingAnim()
bool IsUsingClimbingPick()
void ChangeActorTeam(int NewTeam)
int & ReloadMiniGameSuccessCounterField()
UAnimMontage * CallFollowAnimSingleField()
long double & FastTravellingStartTimeField()
void ClearLadderAttachmentInfo()
UAnimMontage * RespawnIntroAnim1PField()
TArray< FItemAttachmentInfo > & DefaultAttachmentInfosField()
AShooterPlayerController * GetShooterPC()
long double & ReloadLastAttemptedWeaponSwitchTimeField()
FVector2D & ExtendedInfoTooltipScaleField()
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bAddedToActivePlayerList()
UAnimMontage * VoiceTalkingAnimField()
long double & LastTimeReleasedAllowFPVStructureField()
bool IsGrapplingHardAttached(bool bHardAttachedOnlyIfImpacted)
bool IsSubmerged(bool bDontCheckSwimming, bool bUseHalfThreshold, bool bForceCheck, bool bFromVolumeChange)
FVector & WeaponBobPeriodsField()
void WasPushed(ACharacter *ByOtherCharacter)
FItemNetID & PreRidingWeaponItemNetIDSecondaryField()
char & FacialHairIndexField()
void DedicatedServerBoneFixup()
void ForceGiveDiscoveryZone(int ZoneId, bool bDontNotifyClient)
void ClientPlayHarvestAnim_Implementation()
FString * GetLongDescriptiveName(FString *result)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
float & WeaponBobTimeField()
void DetachGrapHookCable(bool bDoUpwardsJump, float UpwardsJumpYaw)
void ServerSailRiderSetRotationInput(float Val)
void NetSetMaxWetness_Implementation()
void ServerFireBallistaProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir)
float & WeaponBobSpeedBaseFallingField()
void ServerCallSetAggressive_Implementation()
UAnimMontage * SpawnAnimField()
void LocalStartCaptainOrder(int OrderIndex)
void ClearRidingDino(bool bFromDino, int OverrideUnboardDirection)
bool & bWasAlreadyYellingField()
float & IndoorsHypothermiaInsulationField()
FVector & WeaponBobPeriods_TargetingField()
FVector & ExtraVectorVarField()
void NetSetHeadHairPercent(float thePercent, int newHeadHairIndex)
void GameStateHandleEvent(FName NameParam, FVector VecParam)
__int64 & CachedTutorialBitFlagsKeyField()
BitFieldValue< bool, unsigned __int32 > bRefreshDefaultAttachmentsHadEquippedItems()
bool UseAltAimOffsetAnim()
void InitiateTrade(unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
TSubclassOf< AShooterWeapon > & NextInventoryWeaponField()
UAnimSequence * GetDinoRidingMoveAnimation()
BitFieldValue< bool, unsigned __int32 > bEquippedPreMapWeapon()
FString & AllianceInviteNameField()
void PlayDrinkingAnimation()
FLinearColor & OriginalHairColorField()
void ServerForceUpdatedAimedActors(float OverrideMaxDistance, bool bReplicateToSimulatedClients)
void ServerGiveDefaultWeapon_Implementation(bool bOnlyGiveDefaultWeapon)
void OnRep_TattooPaintingComponent()
FRotator * CalculateForwarBendingAngle(FRotator *result)
BitFieldValue< bool, unsigned __int32 > bIsCrafting()
void RecalculateBaseEyeHeight()
void UpdateTransponders()
BitFieldValue< bool, unsigned __int32 > bCheckPushedThroughWallsWasSeatingStructure()
APrimalStructureItemContainer * spawnedTradeStructField()
long double & PlayerDiedAtNetworkTimeField()
APrimalDinoCharacter * GetRidingDino()
FString & PlatformProfileNameField()
float & ForwardBindingAlphaField()
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
FRotator & LastAimRotOffsetField()
void OnPrimalCharacterSleeped()
void ClientUpdateTranspondersInfo_Implementation(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
BitFieldValue< bool, unsigned __int32 > bAllowDPC()
UAnimSequence * GetDinoRidingAnimation()
void ServerCallFollow_Implementation()
float & LastGlobalDynamicsHairLerpField()
void ClearRidingDinoAsPassenger(bool bFromDino)
void ServerCheckDrinkingWater_Implementation()
USoundMix * BelowDeckMixerField()
UAnimSequence * GetOverridenAnimSequence(UAnimSequence *AnimSeq)
bool & bModifiedEyeHeightField()
FTransform * GetLadderComponentToWorld(FTransform *result)
AShooterPlayerController * GetSpawnedForController()
FString & LastRequestedTribeNameField()
BitFieldValue< bool, unsigned __int32 > bIsFemale()
FHandIkTarget & LeftHandIkTargetField()
BitFieldValue< bool, unsigned __int32 > bIsIndoors()
FVector * GetLastSweepLocation(FVector *result)
void TempDampenInputAcceleration()
unsigned int & VoiceModeForCullingTestsField()
FItemNetID & PreviousWeaponToReloadAllField()
FVector & OriginalLastHitWallSweepCheckLocationField()
long double & TimeSinceLastControllerField()
BitFieldValue< bool, unsigned __int32 > bPlayedSpawnIntro()
void SetCarryingDino(APrimalDinoCharacter *aDino)
FLinearColor * GetFacialHairColor(FLinearColor *result)
void ServerCallPassive_Implementation()
void ClientOrderedMoveToRaft(FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
float & TimeInVitaEqField()
long double & LastTimeHadControllerField()
static void ApplyAgeAndBodyfatHelper(UMeshComponent *Mesh, float Age, float Bodyfat, float MuscleTone, float Wetness)
void ClientTradeNotification(AShooterCharacter *OtherPlayer)
float & LastMaterialAppliedWetnessAmountField()
APrimalDinoCharacter * GetBasedOnDino()
FieldArray< float, 8 > DirectionalSpeedMultipliersField()
void ApplyFirstPersonBoneModifiers()
bool & bShouldInvertTurnInputField()
void DrawFloatingHUD(AShooterHUD *HUD)
FLinearColor * GetHeadHairColor(FLinearColor *result)
unsigned __int64 & TradingInvitePlayerIDField()
UPrimalPlayerData * GetMyPlayerData()
UAnimMontage * CallAttackAnimField()
UAnimMontage * CallFollowAnimField()
float & LowHealthSoundPercentageField()
void ApplyBoneModifiers()
void ClientClearTribeRequest_Implementation()
bool & bControllerLeavingGameField()
UAnimMontage * PickupItemAnimationField()
void NetSetBodyFatPercent(float thePercent)
FVector * OverrideNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
TArray< FTransponderInfo > & ClientTranspondersInfoField()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
AShooterWeapon * GetWeapon()
int GetNextWeaponItemID(bool bPrimary)
float & PreviousRootYawSpeedField()
float & AgeMaxDisplayYearsField()
APrimalDinoCharacter * TransitionMountedDinoField()
FVector & UpdateHyperThermalInsulationPositionField()
void ServerCallNeutral_Implementation()
void OnReleaseCrouchProneToggle()
UAnimMontage * ReloadBallistaAnimationField()
static void ApplyAge(UMeshComponent *Mesh, float Age)
float GetMaxSpeedModifier()
FItemNetID & PreMapWeaponItemNetIDSecondaryField()
void ServerCallStay_Implementation()
APrimalStructureExplosive * GetAttachedExplosive()
void PreApplyAccumulatedForces(float DeltaSeconds, FVector *PendingImpulseToApply, FVector *PendingForceToApply)
UMaterialInterface * GrapHookMaterialField()
void ServerRequestCaptainOrder(int OrderIndex, TArray< int > *GroupsIndex)
long double & DontTargetUntilTimeField()
void SetMiniGameReloadCounter(int NewValue)
void ServerDetachGrapHookCable(bool bDoUpwardsJump, float UpwardsJumpYaw)
void ClientOrderedAttackTarget(AActor *attackTarget)
void NetSetFacialHairPercent(float thePercent, int newFacialHairIndex)
void OnRep_CurrentWeapon(AShooterWeapon *LastWeapon)
void UpdateGrapHook(float DeltaSeconds)
FName & LeftTipBoneNameField()
void UpdatePawnMeshes(bool bForceThirdPerson, bool bForceFlush)
UAnimMontage * ProneOutAnimField()
void NetSetOverrideHeadHairColor_Implementation(FLinearColor HairColor)
void ServerTellNPCCaptainSailFacingDirection_Implementation(float YawDir)
bool ShouldStoreSecondaryItemID(UPrimalItem *SecondaryItem)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
static bool IsIndoorsAtLoc(UWorld *theWorld, FVector *actorLoc)
void NetSimulatedForceUpdateAimedActors_Implementation(float OverrideMaxDistance)
UAnimSequence * ViewingInventoryAnimationField()
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
void UpdateWeaponHandIK()
void ServerRequestStopCaptainOrder_Implementation(int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
bool UseSwimmingTPVAimOffset()
float & ApplyAgeDeltaThresholdField()
FItemNetID & PreviousWeaponItemIDField()
USoundCue * PreviousCharacterStatusStateSoundField()
void ServerRequestStopCaptainOrder(int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
bool BuffsPreventFirstPerson()
float & CurrentControlledBallistaYawField()
UAnimMontage * DrinkingAnimationField()
void ServerWhistleCloseSails_Implementation()
bool BlueprintInitiateTrade(AShooterCharacter *OtherPlayer)
float & IndoorsHyperthermiaInsulationField()
void ServerNetEndClimbingLadder(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
long double & LastUncrouchTimeField()
void DrawTranspondersInfo(AShooterHUD *HUD)
void MultiClearTradeID_Implementation()
void NotifySwitchedCameraPerspective(bool bToFirstPerson)
void DetachGrapHookCable_Implementation(bool bDoUpwardsJump, float UpwardsJumpYaw)
BitFieldValue< bool, unsigned __int32 > bUseEquipmentShrinkageMasks()
TArray< FFeatCooldown > & FeatCooldownsField()
void SetActorHiddenInGame(bool bNewHidden)
void AddFeatCooldown(TSubclassOf< APrimalBuff > FeatClass)
void ClientNotifyTribeRequest(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
long double & NextPlayerUndergroundCheckField()
TWeakObjectPtr< APrimalCharacter > & LastGrappledToCharacterField()
void RefreshDefaultAttachments(AActor *UseOtherActor)
static void StaticRegisterNativesAShooterCharacter()
void ServerTryToCycleBallistaAmmoType_Implementation()
void StartCameraTransition(float Duration)
float & BendMinAngleField()
UAnimMontage * DropItemAnimationField()
bool ValidToRestoreForPC(AShooterPlayerController *aPC)
float & EnemyPlayerMaxCursorHUDDistanceStandingField()
UAnimSequence * GetAlternateStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
void ClientUpdateReloadAll()
FItemNetID & PreRidingWeaponItemNetIDField()
float & ForwardBindingInterpSpeedField()
void ClientTradeNotification_Implementation(AShooterCharacter *OtherPlayer)
float & ClientSeatedViewRotationPitchField()
float & LastGlobalWindHairLerpField()
void ServerWhistleOpenSails_Implementation()
UAudioComponent * LowHealthWarningPlayerField()
FVector & GrapHookDefaultOffsetField()
void CallGameStateHandleEvent(FName NameParam, FVector VecParam)
void ClientOrderedMoveToRaft_Implementation(FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
void DetachFromLadder(bool bIgnoreOnAutonomousProxy)
void TakeSeatingStructureHandIK()
long double & LastTryAccessInventoryFailTimeField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void ServerClearSwitchingWeapon_Implementation(bool bOnlyIfDefaultWeapon, bool bClientRequestNextWeaponID)
void ClientInviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
void PlayEmoteAnimation_Implementation(char EmoteIndex)
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
long double & NextUpdateHyperThermalInsulationTimeField()
bool MoveToInnerLoop(AActor *TargetToMove, FVector MoveToLoc, AActor *TargetActor)
void StartWeaponSwitch(UPrimalItem *aPrimalItem, bool bDontClearLastWeapon)
FString & UniqueNetIdStrField()
void OnEnteredDiscoveryZone(int ZoneId)
float GetPercentageOfHeadHairGrowth()
void DetachFromHostCharacter(APrimalCharacter *HostCharacter)
void StasisingCharacter()
void ServerSetBallistaNewRotation_Implementation(float Pitch, float Yaw)
UAnimMontage * FallAsleepAnimField()
BitFieldValue< bool, unsigned __int32 > bEquippedPreRidingWeapon()
USoundBase * ProneMoveSoundField()
BitFieldValue< bool, unsigned __int32 > bAddedBelowDeckMixer()
long double & TimeStartedLockOnField()
void ServerSetViewingInventory(bool bIsViewing)
float & EnemyPlayerMaxCursorHUDDistanceCrouchedField()
void ServerStopFireBallista()
void ClientUpdateTranspondersInfo(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
float GetCharacterAdditionalInsulationValueFromStructure(UWorld *theWorld, FVector *actorLoc, EPrimalItemStat::Type TypeInsulation)
UAnimMontage * ProneInAnimField()
USoundCue * EndProneSoundField()
BitFieldValue< bool, unsigned __int32 > bLoadedTattooData()
FVector & WeaponBobOffsets_TargetingField()
bool ShouldOverrideSwimmingVelocity()
TArray< UAnimMontage * > AnimsOverrideFromField()
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
void CheckNextSecondaryWeapon()
void OnPressCrouchProneToggle()
void OnStartTargeting(bool bFromGamepadLeft)
void OnRep_LadderAttachment()
void ServerCallAggressive_Implementation()
void ClientNotifyLevelUp_Implementation()
float & CraftingMovementSpeedModifierField()
bool BasedOnDynamicActorUseFallingLateralFriction()
BitFieldValue< bool, unsigned __int32 > bHideAllMultiuseSelectors()
int & IgnoreCollisionSweepUntilFrameNumberField()
float & IndoorCheckIntervalField()
bool CanBeCarried(APrimalCharacter *ByCarrier)
USceneComponent * GetActorSoundAttachmentComponentOverride(USceneComponent *ForComponent)
UAnimMontage * StopRidingAnimField()
float GetCarryingSocketYaw(bool RefreshBones)
FVector & WeaponBobOffsetsField()
void CaptureCharacterSnapshot(UPrimalItem *Item)
float GetInsulationFromItem(FHitResult *HitOut, EPrimalItemStat::Type TypeInsulation)
FVector * OverrideSwimmingVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
void SetCurrentWeapon(AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
FName & TorsoBoneNameField()
float GetFacialHairMorphTargetValue()
char & PlayerBadgeGroupField()
BitFieldValue< bool, unsigned __int32 > bHadGrapHookAttachActor()
void ForceGiveDiscoveryZoneByName(FString ManualZoneName)
FHandIkTarget & RightHandIkTargetField()
void NetSetHeadHairPercent_Implementation(float thePercent, int newHeadHairIndex)
void OnExitedDiscoveryZone(int ZoneId)
void ServerStopFireBallista_Implementation()
void RenamePlayer_Implementation(FString *NewName)
BitFieldValue< bool, unsigned __int32 > bPendingDiscoveryZoneNotAtSeaUnlock()
void ServerPrepareForSeamlessTravel_Implementation()
UAnimMontage * ThrowItemAnimationField()
USoundCue * EndCrouchSoundField()
FSaddlePassengerSeatDefinition & CurrentPassengerSeatDefinitionField()
bool IsAwaitingSeamlessTravelController()
bool GetBlockingShieldOffsets(FVector *OutBlockingShieldFPVTranslation, FRotator *OutBlockingShieldFPVRotation)
void ClientOnDiscoveredZone_Implementation(int ZoneId, int NewNumZonesDiscovered)
float & WeaponBobTargetingBlendField()
void NetSetBodyFatPercent_Implementation(float thePercent)
float & IntervalForFullFacialHairGrowthField()
int & AllianceInviteRequestingTeamField()
void ServerSetCaptainsOrderToLastPassive(ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
void ClientOrderedAttackTarget_Implementation(AActor *attackTarget)
UAnimSequence * CharacterAdditiveStandingAnimField()
unsigned __int64 GetSteamIDForPlayerID(int playerDataID)
void AddPlayerID(int playerDataID, unsigned __int64 netUniqueID)
UStaticMesh * LightingCheckerMeshField()
void ServerDeleteCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
long double & LastDeadCharacterDestructionTimeField()
void ServerGetMessageOfTheDay()
void ServerRepairItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ServerStartWeaponAltFire(AShooterWeapon *weapon)
void ClientAddActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
TArray< FTribeLogEntry > & CurrentTribeLogField()
void ServerEquipPawnItem_Implementation(FItemNetID itemID)
void ClientSendArkDataPayload_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
TArray< int > & PlayerAppIDsField()
void DisableTimeSlicedPhysX()
void StartArkGamepadDpadRight()
void Server_CaptainExtraActions_Implementation(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
int & TribeDataChangeCountField()
int & LastTribeMemberDataChangeCountField()
int GetCurrentMultiUseWheelCategory()
void ServerTransferToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
bool & bHasReachedLowestDepthField()
TArray< bool > & SavedSurvivorProfileSettingsField()
void ClientFeatActivationResult(TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
void ClientNetReceiveTribeTribeAdmins(TArray< unsigned int > *TribeAdmins)
void ServerRequestRespawnAtPoint_Implementation(unsigned int spawnPointID, int spawnRegionIndex)
void ServerTrySettingViewOnlyInventoryStatus_Implementation()
bool IsFirstLocalPlayer()
void ClientShowPaintingUI(UObject *ObjectToPaint)
void OnExtendedInfoRelease()
void ServerRequestMyTribeOnlineList()
void ServerRequestSetPin(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
void ClientSendArkDataPayloadBegin_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void PostProcessInput(const float DeltaTime, const bool bGamePaused)
void ServerRequestUpdateGroupInfo(APrimalRaft *forRaft)
void ClientNotifyDinoDeath_Implementation(FString *DinoName, FString *AttackerName, TSubclassOf< APrimalDinoCharacter > DinoClass)
long double & LastShowExtendedInfoTimeField()
void ServerCycleSpectator_Implementation(bool bNext)
int & LastHeldUseHitBodyIndexField()
void SetDoFInterpTime(float InterpTime)
void ServerRequestActivateStationGroup(APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
void ServerCraftItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ServerRequestInventoryUseItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ClientMarkSeamlessActors_Implementation(TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
void ServerSendArkDataPayloadBegin(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void ClientEndReceivingTribeLog()
void ClientAddFloatingDamageText_Implementation(FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
void ClientOnTreasureCollected(FVector TreasureLocation)
int & CurrentGameModeMaxNumOfRespawnsField()
void ServerToggleAllShipLadders_Implementation()
void ServerEquipToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void DoOnReleaseUseFeat(int Index)
void ServerAddTribeMarker_Implementation(FString *Name, float Coord1, float Coord2, FColor TextColor)
void ServerRequestTribeLog_Implementation()
void StartArkGamepadLeftShoulder()
void ClientUpdateInventoryCraftQueue(UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
void StartArkGamepadFaceButtonLeft()
void OnDisableSpectator()
void ClientReceiveDinoAncestors(APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
void ServerRequestInventoryUseItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void StartArkGamepadRightShoulder()
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingRequestEquippedItemsQueueField()
void ApplyDepthOfFieldSetting(int Index, float CurrentTimer)
void CloseFeatsSelection()
TWeakObjectPtr< APrimalCharacter > & LastDeathPrimalCharacterField()
FVector2D & CurrentRadialDirection1Field()
void SpawnActorSpread(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void ServerRequestDinoAncestors(APrimalDinoCharacter *ForDino)
AShooterPlayerState * GetShooterPlayerState()
void ServerRequestPlaceStructure(int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, TSubclassOf< APrimalStructure > DirectStructurePlacementClass)
bool & bLastSentNetIsCurrentlyFirstPersonField()
void ClientNetReceiveMapEntities_Implementation(TArray< FTribeEntity > *TribeEntities)
void StartPlayerActionRadialSelector()
void ClientNetStopReceivingMapEntities(int ServerMapEntitiesChangeID)
void ClientFeatActivationResult_Implementation(TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
long double & LastVivoxPositionalUpdateField()
void ServerToggleAllShipLadders()
void OnAddThrottle(float Val)
void BPGetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
void ClientNotifyPaintFinished(bool bSuccess)
void DelayedTeamSpectatorSetup()
void PlaceStructure(int Index)
void ClientUnlockAchievement_Implementation(FString *AchievementID)
void PlayHitMarkerCharacterAlly(float InHitMarkerScale, bool InWasMeleeHit)
long double & TimeOfLastMapPressField()
void SetGodMode(bool bEnable)
void ClientNotifyTamedDino(TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
void ClientOnReceivedCaptainOrder(ECaptainOrder::Type ReceivedOrder, FVector TargetLocation, bool bFromCaptain)
void GridTravelToGlobalPos(FVector *ToGlobalPos)
void ServerGetHomeServerId()
void Server_SetShipThrottleTarget_Implementation(float InThrottle)
void ClientFinishedReceivingActorItems(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
void ClientStopLocalSound(USoundBase *aSound)
void ServerReleaseSeatingStructure_Implementation()
void ServerDPC_Implementation()
void ServerUploadCharacterDataToArk_Implementation(UPrimalInventoryComponent *inventoryComp)
void ServerSetVRPlayer_Implementation(bool bSetVRPlayer)
void CheckForPlayerInventory()
void ServerSuccessfullyLoggedIntoVivox(FString *LoginSessionUserUri)
void ServerRequestMyTribeOnlineList_Implementation()
void OnStopGamepadLeftFire()
void ServerRequestInitiateSettlementWar_Implementation(int requestIslandId, int requestStartTime, FItemNetID RequestUseItem)
void ServerBanPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
void ServerDeleteCustomFolder(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
long double & LastTeleportedTimeField()
void UnlockExplorerNote(int ExplorerNoteIndex)
void ServerRequestTribeLog()
bool & bLockedInputDontRecenterMouseField()
void ServerRequestFastTravelToShipBed_Implementation(unsigned int FromBedID, unsigned int ToBedID)
FItemNetID & LastEquipedItemNetIDField()
void ServerRequestInventoryUseItemWithItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
void ServerMultiUse(UObject *ForObject, int useIndex)
FPrimalPlayerDataStruct * MyPlayerDataStructField()
void ClientAddActorItem(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
void Client_CaptainExtraActions_Implementation(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
void ServerRequestSetPin_Implementation(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
void GetNearbyTreasures(float DesiredDistance, TArray< UPrimalItem * > *OutMapItems)
void ServerSetNetIsCurrentlyFirstPerson_Implementation(bool bIsCurrentlyFirstPerson)
bool & bRefreshedInvetoryForRemoveField()
void DoServerCheckUnfreeze()
void ClientNotifyDefeatedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)
void OnUsePress(bool bFromGamepad)
long double & LastTimeTribeEntitiesRequestedField()
void ClientPlayLocalSound(USoundBase *aSound, bool bAttach)
void ClientSendArkDataPayload(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
void PlayHitMarkerCharacter_Implementation(float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
void ServerRequestInventorySwapItems(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
TEnumAsByte< enum EFastTravelType > & CurrentFastTravelTypeField()
void EnableLightingChecker()
void GetPlayerViewPointNoModifiers(FVector *out_Location, FRotator *out_Rotation, bool ForAiming, bool bNoTPVAim)
bool & bIsPrimalStatsTimerActiveField()
void ClientInformNeedsNewHomeServer_Implementation()
void NotifyTribeWarStatus_Implementation(FString *EnemyTribeString, int StatusType)
void GiveColors(int quantity)
UPrimalInventoryComponent * GetPlayerInventory()
void ClientFinishedUseSlotTimeRemaining_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
void OnDisableSpectator_Implementation()
UPrimalInventoryComponent * GetPlayerInventoryComponent()
void ClientUpdateItemDurability(UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
void InitCharacterPainting(APrimalCharacter *Char, bool bForTattoo)
void ClientServerSOTFNotificationCustom_Implementation(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
bool & bIsViewingTributeInventoryField()
long double & LastMultiUseInteractionTimeField()
void ClientNetStartReceivingMapEntities()
void ClientFinishedUseSlotTimeRemaining(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
long double & ClientLastStartedFastTravelTimeField()
void EndWhistleSelection()
void LoadLocalPlayerArkData()
void ClientFailedRemoveSaddle_Implementation()
void ToggleShowAllPlayersWhenSpectatingLocal()
void ServerDropFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bOnlyIfEquipped)
void ServerActorCloseRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp)
FString & LastConvertedPlayerIDStringField()
void OnGetHomeServer(bool bSuccess, FString UserId, unsigned int CurrentSeverId)
bool & bHasViewOnlyInventoryOpenField()
void HiWarp(FString *ClassName, int Index)
void ClientUnlockAchievement(FString *AchievementID)
void ClientSetCheatStatus(bool bEnable)
void ServerRequestRemoveWeaponClipAmmo_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void GridTravelToLocalPos(unsigned __int16 GridX, unsigned __int16 GridY, FVector *ToLocalPos)
void SpectatorTurn(float Val)
void ClientNotifyDefeatedDino(TSubclassOf< APrimalDinoCharacter > DinoClass)
void ServerRequestInventoryUseItemWithActor(AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
bool & bCommunicationPrivilegeFetchedField()
void ServerRequestActorItems(UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn, bool allowLocalController)
FieldArray< long double, 10 > HeldItemSlotTimeField()
bool CanDispatchInputDelegate(FName BindingName, TEnumAsByte< enum EInputEvent > KeyEvent)
void StopTalkingWrapper()
bool CanCommunicateVoiceWithRadio(AShooterPlayerController *otherPC)
void ClientStartTravelling(unsigned int ServerID, unsigned __int64 ServerSteamId, unsigned __int64 TravelLog, bool UsingBattlEye)
void ClientSetSpectatorLocation_Implementation(FVector NewLocation)
void ServerAddTribeMarker(FString *Name, float Coord1, float Coord2, FColor TextColor)
FString * WritePNTScreenshot(FString *result)
bool & bPreventPaintingStreamingField()
void ClientInformHomeServerFull_Implementation()
void PlayHitMarkerStructure_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
void ClientUpdateGroupInfo(TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
void SetAdminIcon(bool bAdminIcon)
float & MinimumIntervalBetweenSetSailStingersField()
bool & bClientIsDPCField()
void ServerRequestLevelUp(UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
void ClientNotifyTorpidityIncrease_Implementation()
void ClientNotifyDinoKill_Implementation(APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
void ForceCraftReleased()
void ClientAddActorItemToFolder_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
USoundCue * SelectSlotSoundField()
void ServerRequestFullMapEntities_Implementation(int ClientFullMapEntitiesChangeID, int ClientFullMapEntitiesCount)
void ClientAddActorItemToFolder(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
void ClientNetReceiveTribeMembersPlayerName_Implementation(TArray< FString > *MembersPlayerName)
void ClientNotifyListenServerOutOfRange()
void ToggleWeaponAccessory()
void GiveEngrams(bool ForceAllEngrams)
void FadeOutLoadingMusic()
void AcknowledgePossession(APawn *P)
void ServerRequestMyClientTribeData(unsigned int MyTribeMarkerVersion)
bool & bGPSZoomOutField()
void ServerKickPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
void ClientAddFloatingText_Implementation(FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime, bool bForce)
void ClientAfterServerChange()
void ForceFlushPressedKeys()
void MoveRight(float Val)
bool GetAllAimedHarvestActors(float MaxDistance, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< int > *OutHitBodyIndices)
void ClientGiveFOW_Implementation()
void ServerSuicide_Implementation()
void ClientUpdateUnlockedSkills_Implementation(TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
void SetDir(float windDir)
void TestAlarmNotification(FString Title, FString Message)
void OnStartFireSecondary()
void ServerRequestRemoteDropAllItems(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
static FString * GetSavedPlayerCharactersPath(FString *result)
void ClientNotifySummonedDino(TSubclassOf< APrimalDinoCharacter > DinoClass)
void ServerSendArkDataPayload(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
bool & bServerPaintingSuccessField()
void ClientSendArkDataPayloadEnd(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
void ServerCheckUnfreeze_Implementation()
float & DoFSettingCurrentTimerField()
BitFieldValue< bool, unsigned __int32 > bForceCraftButtonHeld()
void ClientNetReceiveTribeMembersLastOnlineAt(TArray< unsigned int > *MembersLastOnlineAt)
void ClientUsedActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
void ClientSendArkDataPayloadBegin(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void DoFastTravelToShipBed(unsigned int FromBedID, unsigned int ToBedID, bool ToBedIDIsServerID, bool bHomeServerRespawn, bool bValidFromBed, FVector2D FromBedLocation)
void ClientSetControlRotation(FRotator NewRotation)
BitFieldValue< bool, unsigned __int32 > bBattlEyePlayerHasGottenInGameFully()
FieldArray< long double, 10 > LastRepeatUseConsumableTimeField()
void ServerActorViewRemoteInventory(UPrimalInventoryComponent *inventoryComp)
void ClientResetRespawningFlag_Implementation()
void ServerRequestDinoAncestors_Implementation(APrimalDinoCharacter *ForDino)
void GlobalCommand(FString *Msg)
void PlayHitMarkerStructureAlly_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
void SpectatorUseItem(int Index)
FString * ConsoleCommand(FString *result, FString *Command, bool bWriteToLog)
long double & WaitingForSpawnUITimeField()
TSubclassOf< AHUD > & AwaitingHUDClassField()
void ClientStartSurfaceCameraForPassenger(float yaw, float pitch, float roll, bool bInvertTurnInput)
bool HasRadio(bool allowVoice)
void ClientAddFolderToInventoryComponent(UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
AShooterHUD * GetShooterHUD()
void ServerRemoveTribeMarker(unsigned int MarkerID)
void ClientNotifyLevelUp_Implementation(APrimalCharacter *ForChar, int NewLevel)
void OnPressGroupAddOrRemoveTame()
void OnStartGamepadLeftFire()
void OnStopShowAllGroupIcons()
void ServerNotifyEditText(FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
int & PreviousTribeEntitiesRequestedTargetingTeamField()
void ServerRequestActivateFeat_Implementation(TSubclassOf< APrimalBuff > FeatClass)
float & MaxUseCheckRadiusField()
FieldArray< long double, 10 > LastUsedItemSlotTimesField()
void ClientGotoMainMenuListSessions()
void ProcessServerMessages()
void ClientNotifyCantHarvest()
void FinalStructurePlacement(TSubclassOf< APrimalStructure > theStructureClass, FVector TestBuildLocation, FRotator TestBuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID FinalPlacementItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, bool bIgnoreClassOverride)
void ServerSetThrottleAndControlRotation_Implementation(float Throttle, float Pitch, float Yaw, FVector AimLocation)
bool CheckforOrbitingInstantaneously()
void HibernationReport(FString *ClassName)
void ServerGetNotificationSettings_Implementation()
void ServerStopSpectating_Implementation()
void ClientNotifyCantHitHarvest_Implementation()
bool & bDrawBlackBackgroundField()
bool & bClientIsReceivingMapEntitiesField()
void ClientGetMessageOfTheDay(FString *Message)
bool IsGameInputAllowed()
void ServerRequestMyClientTribeMembersLastOnlineAt()
void StartArkGamepadDpadLeft()
void ClientReceiveMyTribeOnlineList_Implementation(TArray< unsigned int > *OnlinePlayerIDs)
__int64 & LinkedPlayerIDField()
bool IsFirstLocalPlayerOrLivingLocalPlayer()
void AutoCycle(float Duration)
void ClientAfterServerChange_Implementation()
void ShowTutorial(int TutorialIndex, bool bForceDisplay)
void ClientUpdateItemWeaponClipAmmo(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & ServerCachedAchievementIDsField()
void ServerSetNetIsCurrentlyFirstPerson(bool bIsCurrentlyFirstPerson)
void StartEmoteSelection()
void MulticastCharacterVivoxUsername()
bool & bResetSnapPointField()
void ClientMarkSeamlessActors(TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
void ReceivedPlayerState()
long double & LastLargeMoveTimeField()
void ServerTransferAllFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
BitFieldValue< bool, unsigned __int32 > bGamepadSpecialAttackHeld()
void ServerRequestFastTravelToShipBed(unsigned int FromBedID, unsigned int ToBedID)
TArray< unsigned int > * GetRadioFrequencies(TArray< unsigned int > *result)
BitFieldValue< bool, unsigned __int32 > bIsMapPressed()
TArray< unsigned __int64 > & ClientCachedTribeOnlineListField()
bool & bIsQueryingCurrentServerIdField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< FString > * GetCheatsCommands(TArray< FString > *result)
UPrimalItem * GetInventoryUISelectedItemLocal()
void ServerRequestActivateStationGroup_Implementation(APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
bool IsOnlyViewingInventory()
void SwitchToNextLoadedWeapon()
void OnStopFireSecondary()
BitFieldValue< bool, unsigned __int32 > bIsAdminPauseUIEnabled()
void DoOnUseItemSlot(int Index)
void ServerDisallowPlayerToJoinNoCheck_Implementation(FString *PlayerId)
void ClientUpdateGroupInfo_Implementation(TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
void ClientStartReceivingTribeLog()
bool & bZoomingOutField()
void SetTutorialHintText(FString *HintText)
void ServerStartWeaponFire_Implementation(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
void CheckRequestSpectator_Implementation(FString *InSpectatorPass)
void ClientStartSurfaceCameraForPassenger_Implementation(float yaw, float pitch, float roll, bool bInvertTurnInput)
void Server_SetShipSteeringInput(float InSteering)
void ClientNotifyUnlockedEngram_Implementation(TSubclassOf< UPrimalEngramEntry > ItemClass)
void ClientRemovedItemFromSlot(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
void CheckRequestSpectator(FString *InSpectatorPass)
long double & LastRequesteDinoAncestorsTimeField()
void ClientUpdateInventoryCraftQueue_Implementation(UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
void ClientNotifyHitHarvest_Implementation()
void SPI(float X, float Y, float Z, float Yaw, float Pitch)
UPrimalInventoryComponent * GetPawnInventoryComponent()
void DrawHUD(AShooterHUD *HUD)
void ServerTransferAllToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
TWeakObjectPtr< AActor > & LastHeldUseActorField()
long double & LastHitMarkerCharacterTimeField()
FString * GetPersonalTameLimitString(FString *result)
void ServerRemovePassenger()
void PlayHitMarkerCharacter(float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
FString * PlayerCommand_Implementation(FString *result, FString *TheCommand)
void ServerRequestActivateFeat(TSubclassOf< APrimalBuff > FeatClass)
bool IsAtPersonalTameLimit(bool bIsForStructure)
void ClientEndReceivingTribeLog_Implementation()
long double & LastNotifiedTorpidityIncreaseTimeField()
void Client_CaptainExtraActions(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
void ClientNotifyRespawned_Implementation(APawn *NewPawn, bool IsFirstSpawn)
long double & LastTribeMembersPresenceRequestTimeField()
void ServerStopWeaponFire(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
void Server_SetShipSailRotation_Implementation(float InSailRotation)
bool CanDoPlayerCharacterInput(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
bool & bIsGamepadActiveField()
void StartFeatsSelection()
void LookInput(float Val)
int & MaxMapMarkersField()
FVector & LastLargeMoveLocationField()
bool & bHasDisplayedSplitScreenMessageField()
void OnKeyboardUseRelease()
void ServerSetAltHeld_Implementation(bool bNewAltHeld)
void ClientInsertActorItem(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
void ServerTrySettingViewOnlyInventoryStatus()
void ClientNotifyCantHarvest_Implementation()
void ServerRequestRemoveWeaponClipAmmo(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ClientNotifyTribeDataUpdated()
void ClientAddFloatingDamageText(FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
void KickPlayer(FString PlayerSteamName)
FString * PlayerCommand(FString *result, FString *TheCommand)
bool HasSameRadioFrequency(AShooterPlayerController *OtherPC, unsigned int *SharedFrequency)
void ClientTeleportSucceeded_Implementation(FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
bool & bIsRespawningField()
void ClientNotifyPlayerDeath(APawn *InstigatingPawn, AActor *DamageCauser)
void QueueRequestEquippedItems(UPrimalInventoryComponent *invComp)
FString & VivoxUsernameField()
void OnReleaseSkipTutorialButton()
FieldArray< char, 10 > UsedItemSlotField()
void ForceTame(bool bCheatTame)
FString * FormatTextWithKeyBindings(FString *result, FString InText, bool bIgnoreMarkup)
void ServerRequestUpdateGroupInfo_Implementation(APrimalRaft *forRaft)
bool & bChatSpammedField()
void ClientNotifyReconnected_Implementation(APawn *NewPawn)
float & ClientLastRequestedTribeDataTimeField()
unsigned int & HomeServerIdField()
UPrimalItem * GetInventoryUISelectedItemRemote()
void ClientTeleportSpectator(FVector Location, unsigned __int64 PlayerID)
void SetControlRotation(FRotator *NewRotation)
float & HitMarkerScaleMultiplierField()
void ClientAddFolderToInventoryComponent_Implementation(UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
void ClientHUDNotificationTypeParams(int MessageType, int MessageType1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1, float floatParam1)
long double & LastTribeLogRequestTimeField()
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingResponseEquippedItemsQueueField()
void UpdateRequestEquippedItemsQueue()
long double & OverSubscriptionHandingAtField()
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation, bool ForAiming)
void ServerSetForceSingleWield(bool doSet)
void ClientTeleportSpectator_Implementation(FVector Location, unsigned __int64 PlayerID)
void ServerGetOriginalHairColor_Implementation()
void CheckToOpenMapOnlyTimer()
BitFieldValue< bool, unsigned __int32 > bHideGun()
int & ServerTribeLogLastLogIndexField()
void ClientShowSpawnUI_Implementation(float Delay)
void ClientNotifyTorpidityIncrease()
void ClientStartingFastTravel()
APawn * GetResponsibleDamager(AActor *DamageCauser)
void StartArkGamepadFaceButtonTop()
void SetKickedNotification(FString KickReason)
void ClientPlayLocalSound_Implementation(USoundBase *aSound, bool bAttach)
void ClientNetReceiveTribeMembersPlayerName(TArray< FString > *MembersPlayerName)
void SetupInputComponent()
void ClientSyncCurrentSublevels_Start_Implementation()
void ServerSetPlayerForceSwitchAsPrimaryWeaponOnce_Implementation()
void ClientInsertActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
int & PlayerBadgeGroupField()
float & MaxUseDistanceField()
void ServerRequestMyClientTribeRankGroup_Implementation()
void ToggleSpeaking(bool bSpeaking, bool UseSuperRange)
void ServerRequestRemoveItemSkinOnly_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
BitFieldValue< bool, unsigned __int32 > bForceSingleWieldHeld()
int & LastSpawnRegionIndexField()
BitFieldValue< bool, unsigned __int32 > bInfiniteAmmo()
bool & bServerRefreshStatusField()
bool SameLinkedId(__int64 value)
void ClientNotifyEditText(TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
TWeakObjectPtr< UActorComponent > & LastHeldUseHitComponentField()
void TriggerPlayerAction(int ActionIndex)
void PlayHitMarkerStructure(float InHitMarkerScale, bool InWasMeleeHit)
void ServerMultiUse_Implementation(UObject *ForObject, int useIndex)
void ServerRequestMyClientTribeMemberData()
void ClientForceCacheTattooPainting_Implementation()
void EndInventoryRadialSelector()
void ServerRequestInventorySwapItems_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
void ClientUpdateItemQuantity(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
void ClientBeforeServerChange_Implementation(FString *Message)
bool & bClientTribeDataDirtyField()
void ClientSyncCurrentSublevels_Finish_Implementation()
long double & LastUsePressTimeField()
void ClientNotifyTamedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
void ClientDrawDebugSphere_Implementation(TArray< FVector > *Locs, float Radius, int Segments, FColor DrawColor)
void ClientRemoveActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
void ServerTransferFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
static void StaticRegisterNativesAShooterPlayerController()
void OnStopGamepadRightFire()
void ClientNotifyUpgradedItem_Implementation(UPrimalItem *UpgradedItem)
void ClientJoinVivoxChannel_Implementation(FString *JoinChannelVAT, FString *ChannelName, int AtlasVoiceChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
int & LastTribeDataChangeCountField()
void ServerTransferToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
void OnAltAttackPressed()
void ServerCraftItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
int & SnapPointCycleField()
bool & bCachedOnlyShowOnlineTribeMembersField()
int & ClientCurrentTribeGroupRankIndexField()
void ClientChatMessage_Implementation(FChatMessage Chat)
int & ModifedButtonCountField()
void ServerInventoryClearCraftQueue(UPrimalInventoryComponent *inventoryComp)
int & ClientLastRequestFullMapEntitiesChangeIDField()
void ServerUnbanPlayer_Implementation(FString *PlayerSteamName, FString *PlayerSteamID)
void InitHUD(bool bForceReinitUI)
FItemNetID & LastSteamItemIDToRemoveField()
bool GiveSlotItem(FString *blueprintPath, int slotNum, int quantityOverride)
FieldArray< char, 10 > HeldFeatKeyField()
void ClientDoMultiUse(UObject *ForObject, int useIndex)
void ClientAbortTravel(unsigned int ServerID, unsigned __int64 ServerSteamId)
void ClientOnFastTravelFailed()
void ClientUpdateItemQuantity_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
void LockEmote(FName EmoteName)
void ServerRequestRemoveItemSkin(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
bool & bNetIsCurrentlyFirstPersonField()
bool GiveFast(FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void ClientNotifyUnlockHairStyleOrEmote(FName HairstyleOrEmoteName)
void ClientNotifyPlayerKill(AActor *PlayerPawn, APawn *VictimPawn)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ServerSpectateToPlayerByID_Implementation(unsigned __int64 PlayerID)
void CheckCheatsPassword_Implementation(FString *Pass)
void ServerSetVRPlayer(bool bSetVRPlayer)
void UnlockEmote(FName EmoteName)
void ClientNotifyTribeDataUpdated_Implementation()
void ClientLoginToVivox(FString *LoginVAT, FString *VivoxUsername)
void ClientReceiveStructureCraftingStatItem_Implementation(APrimalStructure *ForStructure, FItemNetInfo ItemInfo)
bool & bIsOnlyViewingRemoteInventoryField()
FString * GetUniqueNetIdAsString(FString *result)
void BPClientNotifyEditText(TSubclassOf< UObject > ForObjectClass, int ExtraID1, int ExtraID2, UObject *ForObject)
void ServerCheckUnfreeze()
void StartSurfaceCameraForPassenger(float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll)
void SpawnActorSpreadTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void ServerReleaseSeatingStructure()
void ClientStopLocalSound_Implementation(USoundBase *aSound)
void MoveForward(float Val)
void ClientServerChatMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
void SetGraphicsQuality(int val)
void ServerRequestMyClientTribeRankGroup()
void ServerGlobalCommand_Implementation(FString *Msg)
void BanPlayer(FString PlayerSteamName)
void ClientReceiveOriginalHairColor(FLinearColor HairColor)
void ServerRequestFastTravelToPoint_Implementation(unsigned int fromSpawnPointID, unsigned int spawnPointID)
void OnAltAttackReleased()
void ClientReceiveTribeRankGroup_Implementation(int GroupRankIndex)
bool & bRequestingFirstHomeServerField()
void ServerStopWeaponAltFire_Implementation(AShooterWeapon *weapon)
void StartSurfaceCamera(float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll, float OnSurfaceCameraInterpolationSpeed, bool UseSurfaceCameraInterpolation, FVector *CameraOffset)
void ClientUpdateItemSpoilingTimes_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, long double NextSpoilingTime, long double LastSpoilingTime)
void LookUpAtRate(float Val)
void AllowPlayerToJoinNoCheck(FString *PlayerId)
void ClientNetStartReceivingMapEntities_Implementation()
void ClientUpdateUnlockedSkills(TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
void SpectatorPreviousPlayer()
void ClientStartReceivingActorItems(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
bool & bLocalCameraInVacuumSealedContainerOrRaftField()
void PawnPendingDestroy(APawn *inPawn)
void ClientShowPaintingUI_Implementation(UObject *ObjectToPaint)
void ClientNetReceiveTribeMembersRankGroupId(TArray< int > *MembersRankGroupId)
void ServerAddItemToCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
void Possess(APawn *inPawn)
long double & LastPinRequestTimeField()
bool HasEngram(TSubclassOf< UPrimalItem > TheItemClass)
void ServerSendChatMessage(FString *ChatMessage, EChatSendMode::Type SendMode)
void SaveSpectatorPos(int Index)
void ClientNetReceiveTribeMembersLastOnlineAt_Implementation(TArray< unsigned int > *MembersLastOnlineAt)
long double & EnteredSpectatingStateTimeField()
void ServerSendArkDataPayload_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
void ServerInventoryClearCraftQueue_Implementation(UPrimalInventoryComponent *inventoryComp)
BitFieldValue< bool, unsigned __int32 > bUsePressed()
bool IsValidUnStasisCaster()
bool HasSkill(TSubclassOf< UPrimalEngramEntry > SkillClass)
TArray< FTribeEntity > & LocalCachedMapEntitiesField()
bool & bHasReachedHighestPeakField()
long double & LastDeathTimeField()
void ClientUpdateItemWeaponClipAmmo_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
void ServerSendArkDataPayloadBegin_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void ServerRequestCreateNewPlayerWithArkData(TArray< unsigned char > *DataBytes, unsigned __int64 TribeID)
APawn * TempLastLostPawnField()
void ClientServerChatDirectMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
APrimalStructurePlacer * StructurePlacerField()
bool & bSuppressAdminIconField()
void OnStopFireQuaternary()
void RequestSpectator(FString InSpectatorPass)
void StartArkGamepadFaceButtonBottom()
TArray< FChatMessage * > MessageQueueField()
void UploadCharacterPlayerDataToArk(TArray< unsigned char > *PlayerDataBytes, FString PlayerName, TArray< FString > PlayerStats, unsigned __int64 PlayerDataId, bool WithItems, unsigned int ItemCount)
void Server_CaptainExtraActions(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
void RefreshNeedingMapEntities()
void Server_UpdateRowing_Implementation(float InRowingThrottle, float InRowingSteering, int FromSeatNumber)
void OnYarkStartGamepadRightFire(APrimalCharacter *PlayerCharacter)
void ClientSyncCurrentSublevels_Finish()
void ServerRepeatMultiUse(UObject *ForObject, int useIndex)
int & ViewingWheelCategoryField()
long double & JoinedAtField()
void ServerRepeatMultiUse_Implementation(UObject *ForObject, int useIndex)
void GetAudioListenerPosition(FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
void ServerRequestRespawnAtPoint(unsigned int spawnPointID, int spawnRegionIndex)
void ClientFinishedReceivingActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
void SetCheatPlayer(bool bEnable)
bool & bNotificationSettingsReceivedField()
void StartArkGamepadDpadUp()
void ClientUpdateItemDurability_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
void CollectNearbyTreasures()
void ClientForceCacheTattooPainting()
void DoTransferToRemoteInventory(UPrimalInventoryComponent *inventoryComp, UPrimalItem *anItem, bool bAlsoTryToEqup, int requestedQuantity)
FVector & LastViewLocationField()
void StartArkGamepadDpadDown()
TArray< FShownTreasureData > & ShownTreasuresField()
FString * GetPlayerCharacterName(FString *result)
int & PlayerControllerNumField()
TArray< TWeakObjectPtr< UPrimalInventoryComponent > > & RemoteViewingInventoriesField()
FAttachmentPoint & LastCycledSnapPointField()
BitFieldValue< bool, unsigned __int32 > bWasTurnAtRateCalled()
long double & LastClientModifiedARKInventoryTimeField()
void ServerDeleteItemFromCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
void ServerSendDirectMessage(FString *PlayerSteamID, FString *Message)
void Server_SetShipSailRotation(float InSailRotation)
void ClientNotifyHitHarvest()
void ClientStartingFastTravel_Implementation()
void ClientUnlockExplorerNote(int ExplorerNoteIndex)
void EndArkGamepadFaceButtonLeft()
void EndArkGamepadFaceButtonRight()
long double & LastTimePlayedSetSailMusicField()
void ClientNotifyUnlockHairStyleOrEmote_Implementation(FName HairstyleOrEmoteName)
void EndArkGamepadFaceButtonTop()
long double & LastHadPawnTimeField()
FieldArray< char, 10 > HeldItemSlotField()
void DisableLightingChecker()
void ClientBeforeServerChange(FString *Message)
void ServerSetSpectatorLocation_Implementation(FVector NewLoc)
void ClientNotifyPlayerDeathReason(FString *ReasonString)
void DisableSurfaceCameraInterpolation()
void OnHideMapTextPressed()
AActor * GetLastControlledPlayerChar()
void ServerUpgradeItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
FItemNetID & LastUnequippedItemNetIDField()
void EndArkGamepadDpadDown()
void ClientSetControlRotation_Implementation(FRotator NewRotation)
void ClientNetReceiveTribeMembersPlayerDataID_Implementation(TArray< unsigned int > *MembersPlayerDataID)
void ClientSwapActorItems_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
FVector & LastTurnSpeedField()
void CheckToOpenMapAllTimer()
TWeakObjectPtr< AShooterCharacter > & LastControlledPlayerCharacterField()
bool & bIsRightShoulderHeldField()
static UClass * GetPrivateStaticClass()
void OnStartFireQuaternary()
void ServerStartWeaponAltFire_Implementation(AShooterWeapon *weapon)
void NotifyTribeWarStatus(FString *EnemyTribeString, int StatusType)
void ClientSyncCurrentSublevels_Start()
void ClientNotifyEditText_Implementation(TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
void ServerUpdateManualFireLocation_Implementation(FVector TargetLocation)
TArray< FAttachmentPoint > & LastCycledSnapPointsField()
void ServerRequestMyClientTribeMembersLastOnlineAt_Implementation()
void ClientGotoMainMenuListSessions_Implementation()
void StartTalkingWrapper()
void SpectatorDetachOrbitCamera()
void HideRiders(bool bDoHide)
long double & ForceDrawCurrentGroupsUntilTimeField()
float & SFXVolumeMultiplierField()
void ClosingViewOnlyInventory()
void ClientCollectedAchievementItem(TSubclassOf< UPrimalItem > ItemClass)
void AsyncQueryAndProcessCurrentServerIdSpawning()
long double & LastInvDropRequestTimeField()
bool & bChangeingServerCoordsField()
void ReportSpawnManagers()
void SetPlayerPos(float X, float Y, float Z)
void ClientSetCheatStatus_Implementation(bool bEnable)
void ServerAddItemToCustomFolder(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
void ServerSendArkDataPayloadEnd(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
FString & LastPlayerFirstHomeServerIdStrField()
void ReportLeastSpawnManagers()
void OnPressSkipTutorialButton()
int GetSubscribedAppIds()
bool & bServerAllowCommunicationField()
void ClientShowCharacterCreationUI(bool bShowDownloadCharacter)
void ClientReceiveStructureCraftingStatItem(APrimalStructure *ForStructure, FItemNetInfo ItemInfo)
void ServerEquipToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void OnStartGamepadRightFire()
bool GiveSlotItemNum(int masterIndexNum, int slotNum, int quantityOverride)
void Server_UpdateRowing(float InRowingThrottle, float InRowingSteering, int FromSeatNumber)
void ClientNotifyDinoKill(APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
void ServerRequestInventoryUseItemWithActor_Implementation(AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
void EndArkGamepadFaceButtonBottom()
void FinalFlushLevelStreaming()
void OnFastTravelFailed()
void ClientNetReceiveTribeMembersRankGroupId_Implementation(TArray< int > *MembersRankGroupId)
FieldArray< long double, 10 > HeldFeatKeyTimeField()
void SetControllerGamepadActive(bool bIsActive)
long double & LastTimePlayerRotationInputField()
long double & LastRPCStayAliveTimeField()
bool SendUseItemSlotToStructure()
void CreateSpawnUITattooComponent()
void EnemyInVisible(bool Invisible)
TArray< FName > & AllowedBindingsInTransitionField()
static void TickStasisForCharacter(UWorld *theWorld, AShooterCharacter *Character, FVector ActorLocation)
FVector & LightingCheckerScaleField()
FVector2D & CurrentRadialDirection2Field()
void ClientLoginToVivox_Implementation(FString *LoginVAT, FString *VivoxUsername)
bool & bIsFirstSpawnField()
void ServerCycleSpectator(bool bNext)
int & ServerTribeLogLastTribeIDField()
BitFieldValue< bool, unsigned __int32 > bHoldingSkipTutorialButton()
void Server_SetWantsForcedMovement_Implementation(int Direction)
void ClientShowSpawnUI(float Delay)
void ClientRemovedItemFromSlot_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
FString & LastTutorialHintTextField()
void ShowMyAdminManager()
void ServerRequestRemoveWeaponAccessoryOnly_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ClientChatMessage(FChatMessage Chat)
void ServerSendArkDataPayloadEnd_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
AActor * BaseGetPlayerCharacter()
void ClientNotifyPlayerDeathReason_Implementation(FString *ReasonString)
bool & bFullyAuthenticatedField()
void ShowSextantMap(bool bShow)
float & DistanceToCollectTreasureField()
void ServerGetNotificationSettings()
void SetImprintQuality(float ImprintingQuality)
void ClientAddFloatingText(FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime, bool bForce)
void ApplyAutoAimSlider(float NewValue)
void ClientSetHUDAndInitUIScenes_Implementation(TSubclassOf< AHUD > NewHUDClass)
void ClientNetReceiveTribeTribeAdmins_Implementation(TArray< unsigned int > *TribeAdmins)
unsigned __int64 & TargetOrbitedPlayerIdField()
float & DoFSettingTargetTimerField()
void ClientNotifyDinoDeath(FString *DinoName, FString *AttackerName, TSubclassOf< APrimalDinoCharacter > DinoClass)
bool & bForceHideGameplayUIField()
bool & bReceivedSubscribedAppsField()
void OnStopFireTertiary()
bool IsEmoteUnlocked(FName EmoteName)
void ClientTeamMessage_Implementation(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
void StartWhistleSelection()
void ClientNotifyUpgradedItem(UPrimalItem *UpgradedItem)
void ServerSetAltHeld(bool bNewAltHeld)
void ClientStartReceivingActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
void RequestCreateNewPlayerWithArkData(TArray< unsigned char > PlayerArkDataBytes)
void StartArkGamepadBackButton()
void ClientNetReceiveTribeMembersFinished_Implementation()
FVector * GetViewLocation(FVector *result)
void ClientReplicateTravelledObjects(TArray< UObject * > *Objects)
void ServerSuccessfullyLoggedIntoVivox_Implementation(FString *LoginSessionUserUri)
void LoadSpectatorPos(int Index)
void ServerUpdateManualFireLocation(FVector TargetLocation)
long double & LastMultiUseTraceTimeField()
TArray< int > & NotifiedTribeWarIDsField()
void EndArkGamepadRightShoulder()
void PlayHitMarkerCharacterAlly_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
void ClientReplicateTravelledObjects_Implementation(TArray< UObject * > *Objects)
void ShowBattleGameModeHUD()
void ForceTribes(FString *PlayerName1, FString *PlayerName2, FString *NewTribeName)
bool DoMapInput(int Index)
void Server_SetWantsForcedMovement(int Direction)
int & LastIslandInfoVersionField()
void OnAddSteering(float Val)
void ClientNotifyAdmin_Implementation()
void ForceUpdateCaptures()
bool & bServerIsPaintingField()
bool GiveItem(FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void ClientNotifyTribeXP(float HowMuch)
void ClientSetSpectatorLocation(FVector NewLocation)
AActor * SpawnActor(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, bool bDoDeferBeginPlay)
void ClientNotifyMessageOfTheDay_Implementation(FString *Message, float TimeToDisplay)
void ServerSendChatMessage_Implementation(FString *ChatMessage, EChatSendMode::Type SendMode)
void InitCharacterPainting_Implementation(APrimalCharacter *Char, bool bForTattoo)
bool & bDrawLocationField()
BitFieldValue< bool, unsigned __int32 > bCheckForMapSecondPress()
bool GiveItemNum(int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
int & LastTribeMembersLastOnlineChangeCountField()
void ClientReceiveOriginalHairColor_Implementation(FLinearColor HairColor)
bool & bPreventDefaultCharacterItemsField()
void EndAArkGamepadDpadUp()
void AddExperience(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
bool & bTraveledSeamlesslyField()
void OnRepeatUseHeldTimer()
AShooterCharacter * GetPlayerCharacter()
void ServerSetMessageOfTheDay_Implementation(FString *Message)
void IncrementPrimalStats(EPrimalStatsValueTypes::Type statsValueType)
void OnUseItemSlotForStructure(int ItemSlotNumber)
float & PrimalStatsCacheFlushIntervalField()
void ServerListPlayers_Implementation()
void ServerNotifyEditText_Implementation(FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
void EndArkGamepadDpadRight()
bool UseTribeGroupRanks()
void ServerRequestLevelUp_Implementation(UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
void ServerRemovePawnItem_Implementation(FItemNetID itemID, bool bSecondryAction, bool bOnlyIfEquipped)
UPrimalItem * LastTransferredToRemoteInventoryItemField()
BitFieldValue< bool, unsigned __int32 > bAdminShowAllPlayers()
void TurnInput(float Val)
TSubclassOf< APrimalBuff > & CreativeModeBuffField()
float & ChatSpamWeightField()
void ClientFailedRemoveSaddle()
long double & LastDiedMessageTimeField()
void ServerSendDirectMessage_Implementation(FString *PlayerSteamID, FString *MessageText)
long double & LastPlayedSetSailStingerTimeField()
void ServerGetOriginalHairColor()
void ClientNotifyListenServerOutOfRange_Implementation()
void GiveActorToMe(AActor *anAct, bool bNotifyNetwork)
void CopyCoordsToClipboard()
void ClientNotifyPlayerKill_Implementation(AActor *PlayerPawn, APawn *VictimPawn)
void ServerStopWeaponFire_Implementation(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
void ServerUnlockPerMapExplorerNote(int ExplorerNoteIndex)
void ServerRequestInventoryUseItemWithItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
void ClientNotifyUnlockedEngram(TSubclassOf< UPrimalEngramEntry > ItemClass)
void ServerRequestRemoveItemSkin_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void SetPawn(APawn *InPawn)
void ServerRequestActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn, bool allowLocalController)
void SpawnHUD(TSubclassOf< AHUD > NewHUDClass)
void ServerUnbanPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
void ClientNetStopReceivingMapEntities_Implementation(int ServerMapEntitiesChangeID)
void CancelMultiUseSelection()
void ServerSpectateToPlayerByID(unsigned __int64 PlayerID)
void OnEmoteKey2Release()
bool & bLastHitMarkerStructureAllyField()
void DisallowPlayerToJoinNoCheck(FString *PlayerId)
void CheckCheatsPassword(FString *pass)
void PlayHitMarkerStructureAlly(float InHitMarkerScale, bool InWasMeleeHit)
void SetMultiUseWheelCategory(int Category)
void TurnAtRate(float Val)
void ClientNotifyMessageOfTheDay(FString *Message, float timeToDisplay)
long double & ClientLastRefreshNeedingMapEntitiesTimeField()
void DoFlushLevelStreaming()
void EndPlayerActionRadialSelector()
void ServerSetPlayerForceSwitchAsPrimaryWeaponOnce()
int & LastTutorialHintTextFrameField()
void ClientJoinVivoxChannel(FString *JoinChannelVAT, FString *ChannelName, int AtlasChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
bool ShouldHideGameplayUI()
FVector & LastDeathLocationField()
void ClientNotifyCantHitHarvest()
bool & bIsVRPlayerField()
void ClientHUDNotificationTypeParams_Implementation(int MessageType, int MessageParam1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1, float floatParam1)
void ClientServerChatDirectMessage_Implementation(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
void EnableCheats(FString Pass)
long double & LastNotOnUnriddenDinoTimeField()
bool & bHasGottenInitialSpawnLocationField()
void ServerGetMessageOfTheDay_Implementation()
FString * LinkedPlayerIDString(FString *result)
void SetEquipMap(unsigned int typeIndex)
void ClientInformHomeServerFull()
bool & bConsumeItemSucceededField()
unsigned __int64 GetLinkedPlayerID64()
unsigned __int64 & LastConvertedPlayerIDField()
void ServerStopSpectating()
void ServerRequestPlaceStructure_Implementation(int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, TSubclassOf< APrimalStructure > DirectStructurePlacementClass)
void ServerRemovePawnItem(FItemNetID itemID, bool bSecondryAction, bool bOnlyIfEquipped)
void DoOnCaptainOrderPressed(int OrderIndex)
FPrimalStats & PrimalStatsCacheField()
void HideTutorial(int TutorialIndex)
void ClientNotifyLevelUp(APrimalCharacter *ForChar, int NewLevel)
void ClientUpdateItemSpoilingTimes(UPrimalInventoryComponent *forInventory, FItemNetID itemID, long double NextSpoilingTime, long double LastSpoilingTime)
void ServerTryRespec_Implementation()
bool & bAdminPreventFastClaimingField()
void ServerSetForceSingleWield_Implementation(bool doSet)
void ActivateMultiUseSelection(bool bIsFromUseRelease)
void ClientServerNotificationSingle(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
AActor * GetPlayerControllerViewerOverride()
void ServerRequestRemoteDropAllItems_Implementation(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
void ClientNotifySummonedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)
void RequestFastTravelToPoint(unsigned int fromSpawnPointID, unsigned int spawnPointID, FVector2D FromBedLocation, bool bFromBedValid)
void OnStartFireTertiary()
void ServerRepairItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
long double & LastChatMessageTimeField()
FVector & LastSnapPointCyclePositionField()
void ClientNotifyPaintFinished_Implementation(bool bSuccess)
bool & bUsePressedFromGamepadField()
bool IsHeldDownIndexOverriddenFromCaptainsOrders(int index)
BitFieldValue< bool, unsigned __int32 > bGamepadHotbarModifierPressed()
void ClientNotifyTribeXP_Implementation(float HowMuch)
bool & bHasSurvivedOneDayField()
void PostInitializeComponents()
AActor * GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
void ClientFailedToAddItemFromArkInventory_Implementation()
bool & bShowGameModeHUDField()
void ClientServerNotification_Implementation(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
void ServerUnlockPerMapExplorerNote_Implementation(int ExplorerNoteIndex)
void ClientGetMessageOfTheDay_Implementation(FString *Message)
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
void ClientNotifyRemotePlayerDeath_Implementation(FString *PlayerName, FString *AttackerName)
BitFieldValue< bool, unsigned __int32 > bGodMode()
void EndArkGamepadDpadLeft()
float & TotalTimeOnLandField()
void UnbanPlayer(FString PlayerSteamName)
void ServerChangeHomeServer_Implementation(unsigned int NewHomeServerId)
void ServerToggleOpenAllActiveGunports_Implementation()
FString & ChangeingServerCoordsMessageField()
void ShowAllPlayersListToFollow()
bool & bPendingServerCheckField()
void ServerRequestFullMapEntities(int ClientFullMapEntitiesChangeID, int ClientFullMapEntitiesCount)
void ForceAddDinoExperience(float Amount)
bool & bLastHitMarkerCharacterAllyField()
void ServerRequestDropAllItems_Implementation(FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
void OnToggleInGameMenu()
void DoServerCheckUnfreeze_Implementation()
void Server_SetShipThrottleTarget(float InThrottle)
void ClientReceiveTribeRankGroup(int GroupRankIndex)
float & LastSeamlessTravelTimeField()
void OnFastTravelFailed_DisableMessage()
void ServerTransferAllToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
void ClientSyncCurrentSublevels_RecieveData(TArray< FTransformedSubLevel > *CurrentData)
void ServerLoginToVivox()
void ServerBanPlayer_Implementation(FString *PlayerSteamName, FString *PlayerSteamID)
void ClientServerNotificationSingle_Implementation(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
void ClientShowCharacterCreationUI_Implementation(bool bShowDownloadCharacter)
int & ClientLastRequestFullMapEntitiesCountField()
TArray< TSubclassOf< UPrimalEngramEntry > > & UnlockedSkillsField()
void ClientUsedActorItem(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
int & LastTribeRankGroupRequestChangeCountField()
int & SpectatorCycleIndexField()
int & LastSpawnPointIDField()
void ServerRequestStructureCraftingStatItem_Implementation(APrimalStructure *ForStructure)
bool & bHitMarkerWasMeleeHitField()
void OnRep_HomeServerId()
void BeginInactiveState()
float & DistanceToDisplayTreasureField()
long double & LastRespawnTimeField()
UPrimalLocalProfile * PrimalLocalProfileField()
void EndArkGamepadLeftShoulder()
bool AllowTribeGroupPermission(ETribeGroupPermission::Type TribeGroupPermission, UObject *OnObject)
void ClientInitHUDScenes()
void ServerRequestRemoveItemSkinOnly(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void DoOnReleaseItemSlot(int Index)
void FlushLevelStreaming()
void ClientOnFastTravelFailed_Implementation()
bool & bForceTeleportClientToHostField()
void ClientDoMultiUse_Implementation(UObject *ForObject, int useIndex)
void OnKeyboardUsePress()
void Server_SetShipSteeringInput_Implementation(float InSteering)
void BPGetAimedUseActor(AActor **AimedUseActor, UActorComponent **AimedUseComponent, int *HitBoxIndex)
void ClientSwapActorItems(UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
void ClientNotifyPlayerDeath_Implementation(APawn *InstigatingPawn, AActor *DamageCauser)
void ServerGlobalCommand(FString *Msg)
void ServerRequestRemoveWeaponAccessoryOnly(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ClientUnlockExplorerNote_Implementation(int ExplorerNoteIndex)
void ServerChangeHomeServer(unsigned int NewHomeServerId)
long double & LastListenServerNotifyOutOfRangeTimeField()
void ToggleDinoNameTags()
void ClientSyncCurrentSublevels_RecieveData_Implementation(TArray< FTransformedSubLevel > *CurrentData)
void UpdateNearbyTreasures(float DeltaTime)
bool & bClientReceivedTribeLogField()
void ServerSetSupressAdminIcon(bool bSuppress)
void ClientRemoveActorItem(UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
void ClientSendArkDataPayloadEnd_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
void ClientNetReceiveTribeMembersFinished()
void ServerSetSubscribedApp(int AppID, bool bPreventDefaultItems)
void OnPressForceSingleWield()
void ClientServerSOTFNotificationCustom(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
void ServerActorCloseRemoteInventory(UPrimalInventoryComponent *inventoryComp)
void ClientReset_Implementation()
void UpdateRotation(float DeltaTime)
bool & bRemovePlayerDataOnSeamlessTravelField()
char & TargetOrbitedTrialCountField()
void ServerAddAchievementID(FString *AchievementID, bool bIsOnSpawn)
void ClientAbortTravel_Implementation(unsigned int ServerID, unsigned __int64 ServerSteamId)
void ClientStartTravelling_Implementation(unsigned int ServerID, unsigned __int64 ServerSteamId, unsigned __int64 TravelLog, bool UsingBattlEye)
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput()
void ServerRequestDropAllItems(FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
void OnGamepadUseRelease()
void ToggleShowAllPlayersWhenSpectating()
void ClientInformNeedsNewHomeServer()
FVector & LastRawInputDirField()
void ClientServerChatMessage_Implementation(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
long double & LastClientRequestTribeOnlineListTimeField()
void ServerShowMessageOfTheDay_Implementation()
void DoClientInformPickNewHomeServer()
void ServerStopWeaponAltFire(AShooterWeapon *weapon)
void ServerReadMessageOFTheDay()
void ServerLoginToVivox_Implementation()
void SetSextantMapZoomLevel(float Zoom)
void ServerTransferAllFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
void ServerTransferFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
void ServerRequestStructureCraftingStatItem(APrimalStructure *ForStructure)
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
long double & LastGamepadOpenRemoteInventoryTimeField()
void ClientNotifyRemotePlayerDeath(FString *PlayerName, FString *AttackerName)
TArray< FString > & NotifiedTribeWarNamesField()
void ServerRequestMyClientTribeData_Implementation(unsigned int TribeMarkerVersion)
void ServerRequestMyClientTribeMemberData_Implementation()
float & LandIntervalForSetSailStingerField()
TSubclassOf< APrimalStructurePlacer > & StructurePlacerClassField()
void BeginSpectatingState()
void ServerAllowPlayerToJoinNoCheck(FString *PlayerId)
UMaterial * LightingCheckerMaterialField()
void SetPlayer(UPlayer *InPlayer)
void UnlockFeat(FName FeatName)
void RPCStayAlive_Implementation()
void SpectatorNextPlayer()
FItemNetID & LastSteamItemIDToAddField()
void ClientCollectedAchievementItem_Implementation(TSubclassOf< UPrimalItem > ItemClass)
void ClientOnReceivedCaptainOrder_Implementation(ECaptainOrder::Type ReceivedOrder, FVector TargetLocation, bool bIsFromCaptain)
void ClientStartReceivingTribeLog_Implementation()
void ChangeState(FName NewState)
void ServerDropFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bOnlyIfEquipped)
void ServerKickPlayer_Implementation(FString *PlayerSteamName, FString *PlayerSteamID)
void SpawnPlayerCameraManager()
void ServerStartWeaponFire(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
void ServerRemovePassenger_Implementation()
void UpdatePostProcessVolumes()
void ClientNetReceiveTribeMembersPlayerDataID(TArray< unsigned int > *MembersPlayerDataID)
bool IsAlliedWithTeam(int OtherTargetingTeam, bool bIgnoreSameTeam)
void ServerSetSupressAdminIcon_Implementation(bool bSuppress)
TMap< enum AtlasVoiceChannelType, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum AtlasVoiceChannelType, FString, 0 > > & ConnectedVoiceChannelsField()
void ServerToggleOpenAllActiveGunports()
void ServerUpgradeItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
void ServerSetSubscribedApp_Implementation(int AppID, bool bPreventDefaultItems)
void ClientUnmarkSeamlessActors_Implementation()
void DoOnCaptainOrderReleased(int OrderIndex)
void EndArkGamepadBackButton()
void OnEmoteKey1Release()
void OnReleaseForceSingleWield()
FVector & CurrentPlayerCharacterLocationField()
void ServerAllowPlayerToJoinNoCheck_Implementation(FString *PlayerId)
void ForceUnstasisAtLocation(FVector AtLocation)
void ClientNetReceiveMapEntities(TArray< FTribeEntity > *TribeEntities)
void AdminCheat(FString *Msg)
void ServerActorViewRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp)
float & LastTimeSentCarriedRotationField()
long double & LastHitMarkerStructureTimeField()
void OnShowAllGroupIcons(char IconsToActivate)
void OnUseRelease(bool bFromGamepad)
void ClientDrawDebugSphere(TArray< FVector > *Loc, float Radius, int Segments, FColor DrawColor)
void ServerDisallowPlayerToJoinNoCheck(FString *PlayerId)
void OnExtendedInfoPress()
TWeakObjectPtr< APrimalStructureBed > & SpawnAtBedField()
void ClientReceiveDinoAncestors_Implementation(APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
void ClientInitHUDScenes_Implementation()
bool & bNextShowCharacterCreationUIDownloadField()
void ServerRemoveTribeMarker_Implementation(unsigned int MarkerID)
bool IsOnSeatingStructure()
BitFieldValue< bool, unsigned __int32 > bEnemyInvisible()
void ServerUploadCharacterDataToArk(UPrimalInventoryComponent *inventoryComp)
void ClientReceiveMyTribeOnlineList(TArray< unsigned int > *OnlinePlayerIDs)
void ServerRequestInitiateSettlementWar(int requestIslandId, int requestStartTime, FItemNetID RequestUseItem)
void ClientServerNotification(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
long double & LastRequestedPlaceStructureTimeField()
void StartArkGamepadFaceButtonRight()
void StartInventoryRadialSelector()
void DoFastTravel(EFastTravelType FastTravelType, unsigned int ToServerID, FVector GridTravelToPos, unsigned int ToBedID, FVector2D FromRelativeLocInServer)
long double & PossessedFirstPawnTimeField()
void ServerEquipPawnItem(FItemNetID itemID)
void ServerDeleteItemFromCustomFolder(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
bool IsViewingInventoryUI()
void DoOnUseFeat(int Index)
void ServerAddAchievementID_Implementation(FString *AchievementID, bool bIsOnSpawn)
void SendAlarmNotification(FString SteamID, FString Title, FString Message)
void ServerReadMessageOFTheDay_Implementation()
void NotifyPlayerLeft(FString *ThePlayerName)
bool HasCompletedQuestPointOfInterest(int PointOfInterestID)
void ClientReceiveAvailableEntities(TArray< FTribeEntity > *AvailableEntities)
void ServerRequestMySpawnPoints(unsigned int IgnoreBedID, TSubclassOf< APrimalStructure > FilterClass)
FString * GetPlayerName(FString *result)
void CompletePointOfInterest(int PointOfInterestID)
TSet< TSubclassOf< UPrimalEngramEntry >, DefaultKeyFuncs< TSubclassOf< UPrimalEngramEntry >, 0 >, FDefaultSetAllocator > & ServerUnlockedSkillsSetField()
void UpdateServerFullStatus()
void ServerRequestSetTribeGovernment(FTribeGovernment TribeGovernment)
void ServerTribeRequestRemoveRankGroup_Implementation(int RankGroupIndex)
int & LastTribeDataChangedFrameField()
bool HasDiscoveredDiscoveryZone(int ZoneId)
void TargetingTeamChanged()
void ServerSetSelectedDinoOrderGroup(int newGroup)
bool HasSkill(TSubclassOf< UPrimalEngramEntry > SkillClass)
long double & LastTribeRequestTimeField()
void NotifyPlayerLeftTribe_Implementation(FString *ThePlayerName, FString *TribeName)
void ServerGetServerOptions_Implementation()
void ServerDinoOrderGroup_Clear(int groupIndex, bool bClearClasses, bool bClearChars)
void ServerTribeRequestApplyRankGroupSettings_Implementation(int RankGroupIndex, FTribeRankGroup newGroupSettings)
void UnregisterPlayerWithSession()
void BroadcastDeath(AShooterPlayerState *KillerPlayerState, UDamageType *KillerDamageType, AShooterPlayerState *KilledPlayerState)
void ClientReceiveSpawnPoints_Implementation(TArray< FSpawnPointInfo > *SpawnPointsInfos)
void UpdateTribeData(FTribeData *TribeData)
void ClientInitialize(AController *InController)
void ClientGetPlayerWhiteListedData(TArray< FAdminPlayerDataInfo > *list)
void ClientGetPlayerConnectedData_Implementation(TArray< FAdminPlayerDataInfo > *list)
void RequestCreateNewPlayerWithArkData(UPrimalPlayerData *PlayerArkData)
void ApplyEngramBuffs(AShooterCharacter *myChar, AShooterPlayerController *OverridePC)
void ClientUnlockedFeat_Implementation(FName FeatName)
UPrimalPlayerData * MyPlayerDataField()
void SendTribeInviteData(FTribeData TribeInviteData)
FTribeData * LastTribeInviteDataField()
FTribeData & NullTribeDataField()
void NotifyPlayerJoinedTribe_Implementation(FString *ThePlayerName, FString *TribeName)
void ServerRequestCreateNewTribe(FString *TribeName, FTribeGovernment TribeGovernment)
bool & bSuppressEngramNetworkingField()
void ServerDeclareTribeWar_Implementation(int EnemyTeamID, int StartDayNum, int EndDayNumber, float WarStartTime, float WarEndTime)
void ReceivedPlayerCharacter(AShooterCharacter *NewPawn)
void ServerRequestLeaveTribe()
void ServerRequestDemotePlayerInMyTribe(int PlayerIndexInTribe)
void ServerRequestPromotePlayerInMyTribe_Implementation(int PlayerIndexInTribe)
int & TotalEngramPointsField()
void ServerGetPlayerBannedData_Implementation()
FString * GetUniqueIdString(FString *result)
void ServerSetDefaultItemSlotClass_Implementation(int slotNum, TSubclassOf< UPrimalItem > ItemClass, bool bIsEngram)
TSet< TSubclassOf< UPrimalItem >, DefaultKeyFuncs< TSubclassOf< UPrimalItem >, 0 >, FDefaultSetAllocator > & ServerEngramItemBlueprintsSetField()
void ServerDinoOrderGroup_AddOrRemoveDinoCharacter(int groupIndex, APrimalDinoCharacter *DinoCharacter, bool bAdd)
long double & NextAllowedTerritoryMessageTimeField()
void ServerRequestCreateNewTribe_Implementation(FString *TribeName, FTribeGovernment TribeGovernment)
void SetTribeTamingDinoSettings(APrimalDinoCharacter *aDinoChar)
void ServerTribeRequestAddRankGroup_Implementation(FString *GroupName)
void ServerRequestDinoOrderGroups()
long double & ReplicateSkillsUntilTimeField()
void ServerRequestRemoveAllianceMember_Implementation(unsigned int AllianceID, unsigned int MemberID)
bool HasEngram(TSubclassOf< UPrimalItem > ItemClass)
void ServerRequestLeaveTribe_Implementation()
void ServerGetPlayerWhiteListedData_Implementation()
FieldArray< FDinoOrderGroup, 10 > DinoOrderGroupsField()
FieldArray< TSubclassOf< APrimalBuff >, 10 > FeatHotkeysField()
void LocalDoUpdateTribeEntityLocs()
void NotifyTribememberLeft(FString *ThePlayerName)
void ServerSetTribeMOTD(FString *MOTD)
void UpdateFeatSet(AShooterCharacter *myChar)
void ServerSetSelectedDinoOrderGroup_Implementation(int newGroup)
void ServerRequestResetPlayer_Implementation()
void ServerRequestRemovePlayerIndexFromMyTribe(int PlayerIndexInTribe)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void ServerTribeRequestNewAlliance_Implementation(FString *AllianceName)
void ServerDeclareTribeWar(int EnemyTeamID, int StartDayNum, int EndDayNumber, float WarStartTime, float WarEndTime)
void CompleteQuest(int QuestID)
bool AllowDinoOrderByGroup(APrimalDinoCharacter *orderDino)
void ServerSetDinoGroupName(int groupIndex, FString *GroupName)
void ClientGetPlayerWhiteListedData_Implementation(TArray< FAdminPlayerDataInfo > *list)
void ClientGetPlayerBannedData(TArray< FAdminPlayerDataInfo > *list)
void ServerRequestMySpawnPoints_Implementation(unsigned int IgnoreBedID, TSubclassOf< APrimalStructure > FilterClass)
bool HasDiscipline(EEngramDiscipline::Type ForDiscipline)
long double & NextAllowedTribeJoinTimeField()
void ClientReceivePartialSpawnPointUpdates(TArray< FSpawnPointInfo > *SpawnPointsInfos)
float GetTameUnitCount(ETameUnitType::Type TheTameUnitType)
bool HasCompletedQuest(int QuestID)
AShooterPlayerController * GetShooterController()
void ServerSetFeatHotkey_Implementation(int slotNum, TSubclassOf< APrimalBuff > FeatClass)
void ServerRequestPartialSpawnPointUpdate(unsigned int EntityID)
int GetNumDiscoveryZonesFound()
void AcceptJoinAlliance(unsigned int AllianceID, unsigned int NewMemberID, FString NewMemberName)
void ServerGetAlivePlayerConnectedData()
void ClientNotifyLevelUpAvailable_Implementation()
TArray< FSpawnPointInfo > & CachedSpawnPointInfosField()
void ClientUnlockedFeat(FName FeatName)
void ClientGetServerOptions(FServerOptions info)
void ServerSetDinoGroupName_Implementation(int groupIndex, FString *GroupName)
void ServerDinoOrderGroup_RemoveEntryByIndex_Implementation(int groupIndex, bool bIsClass, int entryIndex)
bool IsAlliedWith(int OtherTeam)
void ServerRequestTransferOwnershipInMyTribe(int PlayerIndexInTribe)
void ServerRequestRemoveAllianceMember(unsigned int AllianceID, unsigned int MemberID)
FString * GetPlayerOrTribeName(FString *result)
TArray< UPrimalItem * > KnownCraftableItemsField()
void ServerRequestRenameTribe_Implementation(FString *newTribeName)
BitFieldValue< bool, unsigned __int32 > bQuitter()
void AddEngramBlueprintToPlayerInventory(UPrimalInventoryComponent *invComp, TSubclassOf< UPrimalItem > engramItemBlueprint)
int GetNumDiscoveryZonesInServer(const unsigned int *ServerID)
bool HasTribeWarRequest(int EnemyTeam)
UPrimalItem * GetItemForUnlockedFeat(AShooterCharacter *myChar, TSubclassOf< APrimalBuff > FeatClass)
void NotifyTribememberJoined_Implementation(FString *ThePlayerName)
void ServerRequestLeaveAlliance(unsigned int AllianceID)
void ClearTribe(bool bDontRemoveFromTribe, bool bForce, APlayerController *ForPC)
void PromoteToTribeAdmin(APlayerController *PromoterPC)
void UpdatedSkills(AShooterCharacter *myChar, AShooterPlayerController *OverridePC)
void ServerSetTribeMOTD_Implementation(FString *MOTD)
void NotifyTribememberJoined(FString *ThePlayerName)
void ServerRequestApplyEngramPoints(TSubclassOf< UPrimalEngramEntry > forItemEntry, EEngramDiscipline::Type ForDiscipline)
void ApplyEngramStatModifiers(AShooterCharacter *myChar)
void ServerDinoOrderGroup_AddOrRemoveDinoClass_Implementation(int groupIndex, TSubclassOf< APrimalDinoCharacter > DinoClass, bool bAdd)
int & FreeEngramPointsField()
static void StaticRegisterNativesAShooterPlayerState()
void ServerSetFeatHotkey(int slotNum, TSubclassOf< APrimalBuff > FeatClass)
void ServerTribeRequestAddRankGroup(FString *GroupName)
void ServerGetPlayerConnectedData_Implementation()
void ServerDinoOrderGroup_AddOrRemoveDinoCharacter_Implementation(int groupIndex, APrimalDinoCharacter *DinoCharacter, bool bAdd)
void ServerGetAllPlayerNamesAndLocations()
void ServerTribeRequestApplyRankGroupSettings(int RankGroupIndex, FTribeRankGroup newGroupSettings)
bool AllowTribeGroupPermission(ETribeGroupPermission::Type TribeGroupPermission, UObject *OnObject)
void ServerDinoOrderGroup_AddOrRemoveDinoClass(int groupIndex, TSubclassOf< APrimalDinoCharacter > DinoClass, bool bAdd)
void SendAvailableEntitiesFromAllServersToClient(TArray< FTribeEntity > *AvailableEntitiesFromOtherServers, int IgnoreBedID)
void ClientGetPlayerBannedData_Implementation(TArray< FAdminPlayerDataInfo > *list)
TArray< TSubclassOf< UPrimalEngramEntry > > & UnlockedSkillsField()
void InvitedRankGroupPlayerIntoTribe(AShooterPlayerState *OtherPlayer)
void ClientRefreshDinoOrderGroup_Implementation(int groupIndex, FDinoOrderGroup groupData, int UseCurrentlySelectedGroup)
void ServerGetPlayerBannedData()
bool IsDinoClassInOrderGroup(int groupIndex, TSubclassOf< APrimalDinoCharacter > dinoClass)
void ServerRequestSetTribeMemberGroupRank_Implementation(int PlayerIndexInTribe, int RankGroupIndex)
void ServerRejectTribeWar_Implementation(int EnemyTeamID)
void ServerRequestDinoOrderGroups_Implementation()
void ServerRequestLeaveAlliance_Implementation(unsigned int AllianceID)
void InitializeDiscoveryZoneEntryObjects()
void ServerRequestPartialSpawnPointUpdate_Implementation(unsigned int EntityID)
void ServerRequestSetTribeGovernment_Implementation(FTribeGovernment TribeGovernment)
bool & bSendSpawnPointsField()
FString * GetDinoOrderGroupName(FString *result, int groupIndex)
void ServerGetPlayerConnectedData()
void LocalSetSelectedDinoOrderGroup(int newGroup, bool bDontToggle)
void ServerGetPlayerWhiteListedData()
void ServerAcceptTribeWar(int EnemyTeamID)
void ServerDinoOrderGroup_Clear_Implementation(int groupIndex, bool bClearClasses, bool bClearChars)
void OnRep_UpdatedSkills()
FTribeData * CurrentTribeDataPtrField()
void ServerRequestSetTribeMemberGroupRank(int PlayerIndexInTribe, int RankGroupIndex)
void NotifyPlayerJoinedTribe(FString *ThePlayerName, FString *TribeName)
void ServerRequestRenameTribe(FString *ServerRequestRenameTribe)
void ClientRefreshDinoOrderGroup(int groupIndex, FDinoOrderGroup groupData, int UseCurrentlySelectedGroup)
void ServerAcceptTribeWar_Implementation(int EnemyTeamID)
bool & bUpdatingClientEntityLocsField()
void NotifyTribememberLeft_Implementation(FString *ThePlayerName)
void ServerGetAllPlayerNamesAndLocations_Implementation()
FieldArray< TSubclassOf< UPrimalItem >, 10 > DefaultItemSlotClassesField()
FieldArray< char, 10 > DefaultItemSlotEngramsField()
FTameUnitCounts & CurrentTameUnitCountsField()
bool IsTribeOwner(unsigned int CheckPlayerDataID)
float & AllowedRespawnIntervalField()
void ServerTribeRequestNewAlliance(FString *AllianceName)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
FTribeWar * GetTribeWar(FTribeWar *result, int EnemyTeam)
bool AddToTribe(FTribeData *MyNewTribe, bool bMergeTribe, bool bForce, bool bIsFromInvite, APlayerController *InviterPC)
int GetNumDiscoveryZonesTotal()
int & CurrentlySelectedDinoOrderGroupField()
void ServerTribeRequestRemoveRankGroup(int RankGroupIndex)
void NotifyPlayerLeftTribe(FString *ThePlayerName, FString *TribeName)
void NotifyPlayerJoined_Implementation(FString *ThePlayerName)
void BroadcastDeath_Implementation(AShooterPlayerState *KillerPlayerState, UDamageType *KillerDamageType, AShooterPlayerState *KilledPlayerState)
void SendTribeInviteData_Implementation(FTribeData TribeInviteData)
bool HasDefaultExtraInventoryItem(TSubclassOf< UPrimalItem > ItemClass)
long double & NextAllowedRespawnTimeField()
void CopyProperties(APlayerState *PlayerState)
FPrimalPlayerDataStruct * MyPlayerDataStructField()
void ClearKnownCraftables()
void ServerRequestRemovePlayerIndexFromMyTribe_Implementation(int PlayerIndexInTribe)
void ServerRequestApplyEngramPoints_Implementation(TSubclassOf< UPrimalEngramEntry > forItemEntry, EEngramDiscipline::Type ForDiscipline)
void ServerRequestPromotePlayerInMyTribe(int PlayerIndexInTribe)
void ServerGetServerOptions()
bool IsDinoInOrderGroup(int groupIndex, APrimalDinoCharacter *dinoChar)
void ServerRequestResetPlayer()
int GetNumDiscoveryZonesFoundInServer(const unsigned int *ServerID)
FString * GetLongPlayerName(FString *result)
void ClientUpdateTameUnitCounts_Implementation(FTameUnitCounts NewTameUnitCounts)
void ServerUnlockEngram(TSubclassOf< UPrimalEngramEntry > forItemEntry, bool bNotifyPlayerHUD, bool bForceUnlock, EEngramDiscipline::Type ForDiscipline)
void ServerRequestPromoteAllianceMember(unsigned int AllianceID, unsigned int MemberID)
void NotifyPlayerLeft_Implementation(FString *ThePlayerName)
bool IsInTribeWar(int EnemyTeam)
TSet< TSubclassOf< APrimalBuff >, DefaultKeyFuncs< TSubclassOf< APrimalBuff >, 0 >, FDefaultSetAllocator > & UnlockedFeatsSetField()
void ClientReceivePartialSpawnPointUpdates_Implementation(TArray< FSpawnPointInfo > *SpawnPointsInfos)
void ClientReceiveSpawnPoints(TArray< FSpawnPointInfo > *SpawnPointsInfos)
void ServerSetDefaultItemSlotClass(int slotNum, TSubclassOf< UPrimalItem > ItemClass, bool bIsEngram)
void ClientNotifyLevelUpAvailable()
void ClientGetServerOptions_Implementation(FServerOptions info)
void ServerGetAlivePlayerConnectedData_Implementation()
void ServerRejectTribeWar(int EnemyTeamID)
void ServerDinoOrderGroup_RemoveEntryByIndex(int groupIndex, bool bIsClass, int entryIndex)
long double & LastTimeDiedToEnemyTeamField()
void ServerRequestTransferOwnershipInMyTribe_Implementation(int PlayerIndexInTribe)
void SetQuitter(bool bInQuitter)
void ClientUpdateTameUnitCounts(FTameUnitCounts NewTameUnitCounts)
void NotifyPlayerJoined(FString *ThePlayerName)
void ClientGetPlayerConnectedData(TArray< FAdminPlayerDataInfo > *list)
void TransferTribalObjects(FTribeData *TribeData, bool bTransferToTribe, bool bDontIncludePlayers)
int GetGlobalNumOfShipsForTribe()
TArray< UDiscoveryZoneDataListEntry * > DiscoveryZoneEntryObjectsField()
void ResetPlayerDataBornAtTime()
void ClientReceiveAvailableEntities_Implementation(TArray< FTribeEntity > *AvailableEntities)
void OnRep_MyPlayerDataStruct()
void DoRespec(UPrimalPlayerData *ForPlayerData, AShooterCharacter *ForCharacter, bool bSetRespecedAtCharacterLevel)
long double & ReplicatePlayerDataUntilTimeField()
void ServerRequestDemotePlayerInMyTribe_Implementation(int PlayerIndexInTribe)
void ServerRequestPromoteAllianceMember_Implementation(unsigned int AllianceID, unsigned int MemberID)
BitFieldValue< bool, unsigned __int32 > bUseAmmoOnFiring()
int & CurrentAmmoInClipField()
void Net_PlayEquipAnimAndFinishSwitch(bool bIsPrimary, bool bHasNoAmmo)
BitFieldValue< bool, unsigned __int32 > bWeaponUsesShieldAttackData()
bool CanStartAttack(int attackIndex, bool bCanInterruptCurrentAttack, bool bIsLeftAttack, bool bSkipAttackDataChecks)
void ClientSpawnMeleeComboHarvestingHitEffects(FVector ImpactLocation, FVector ImpactNormal)
BitFieldValue< bool, unsigned __int32 > bUseTargetingFireAnim()
float & FPVMoveOffscreenWhenTurningMinViewRotSpeedField()
float & ScopeCrosshairSizeField()
BitFieldValue< bool, unsigned __int32 > bHasToggleableAccessory()
void OnSwitchSideWeapon(bool bIsPrimaryWeapon)
float & ReloadCameraShakeSpeedScaleField()
bool IsShieldAttack(int attackIndex)
bool & bFoceSimulatedTickField()
TArray< FDinoAttackInfo > & AIAttackInfosField()
void StartUnequip_Implementation()
BitFieldValue< bool, unsigned __int32 > bOnlyUseFirstMeleeAnimWithShield()
void Net_OnAttackBlockedByShield(AShooterWeapon *CauserWeapon, int AttackIndex)
TSubclassOf< UWeaponAttackData > & AIWeaponAttackDataClassField()
UAnimMontage * OverrideJumpAnimField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileFiring()
void ClientStartMuzzleFX(bool bLeftWeapon)
void ServerCheckNextSecondaryWeapon_Implementation()
void CancelCurrentWeaponAttack_FromClient(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
BitFieldValue< bool, unsigned __int32 > bCanAccessoryBeSetOn()
void ServerToggleAccessory_Implementation()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysPlayEquipAnim()
EWeaponState::Type & CurrentStateSecondaryField()
BitFieldValue< bool, unsigned __int32 > bUseBPShouldDealDamage()
BitFieldValue< bool, unsigned __int32 > bAllowAutoAimOnDodgingTarget()
int & CurrentAmmoSecondaryField()
void ServerOnPawnSetRunning(bool NewRunValue, bool bSkipAnim)
FRotator & FPVLookAtSpeedBase_TargetingField()
BitFieldValue< bool, unsigned __int32 > bWeaponPreventLockOn()
int & BurstAttackIndexField()
FName & LeftHandIkSkeletalMeshSocketNameField()
bool BPCanEquip(APrimalCharacter *ByCharacter)
float & AIOrbitTargetSpreadOverrideField()
bool & bForceAllowMountedWeaponryField()
bool & bForceTPVCameraOffsetField()
void ClientSetChargeRunning_Implementation(bool newChargeRunning)
TSubclassOf< APrimalBuff > & ScopedBuffField()
void ServerProcessAllMeleeHits()
float & LockOnSwitchSensitivityField()
void NetSetAimMagnetism(float NewMagnetism)
UWeaponAttackData * CurrentWeaponAttackDataField()
void ServerToggleAccessory()
void Dodge_Implementation(FVector *MoveDir)
EWeaponState::Type & CurrentStateField()
float GetConsumeDurabilityPerShot()
void ConsumeAmmoItem(int Quantity)
BitFieldValue< bool, unsigned __int32 > bWeaponUsesMeleeStepImpulse()
BitFieldValue< bool, unsigned __int32 > bPlayingCameraAnimFPV()
FName & FPVAccessoryToggleComponentField()
static bool GetBestBlockingDirection(AShooterWeapon *DefenderWeapon, AShooterWeapon *DamageCauserWeapon, FVector *ShotDirection, int defenderAttackIndex, bool *RegularDirection, bool *AltDirection, bool *RequiresDownBlock)
BitFieldValue< bool, unsigned __int32 > bColorizeMuzzleFX()
BitFieldValue< bool, unsigned __int32 > bLastAttackWasAlt()
float & DodgeMeleeDamageMultiplierField()
FVector & CurrentCustomFPVOffsetField()
void EndMeleeStepImpulse()
TSubclassOf< UDamageType > & MeleeDamageTypeField()
bool BPCanToggleAccessory()
void NetSetUseInterpolatedLocation(bool NewValue)
float & FastAttackWindowField()
bool RespondToMoveStop(bool bIsForwardMovement)
void Net_OnEquipSecondaryWeapon_Implementation(bool bWeaponHasAmmo, bool bSkipAnimation)
float & CurrentFiringSpreadField()
BitFieldValue< bool, unsigned __int32 > bHasStartedChargeRunning()
bool CheckWeaponBlocking(APrimalCharacter *DamageCauser, APrimalCharacter *Defender, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
void BPOnStaggered(float ForTime)
BitFieldValue< bool, unsigned __int32 > bWeaponUsesRunningMode()
bool & bWasLastFireFromGamePadField()
BitFieldValue< bool, unsigned __int32 > bUseTPVWeaponMeshMeleeSockets()
long double & LastDurabilityConsumptionTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventSwitchingWeapon()
void LocalOnHitReceived(AShooterWeapon *CauserWeapon, bool bWasDodging)
void ClientStopSimulatingWeaponFire()
BitFieldValue< bool, unsigned __int32 > bPendingReloadSecondary()
void DetachMeshFromPawn(bool bOnlyDetachSecondaryMesh, bool bOnlyDetachPrimaryMesh)
APrimalBuff * MyControlLimitedBuffField()
void OnAttackBlocked(AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield)
bool IsFiring(bool bLeftWeapon)
FVector & MeleeStepImpulseDirectionField()
BitFieldValue< bool, unsigned __int32 > bUseAutoReload()
TSubclassOf< UWeaponAttackData > & WeaponAttackDataClassField()
void ServerCancelReload()
void ServerStartReload_Implementation(bool bReloadLeftWeapon, bool bIsChainedReload)
BitFieldValue< bool, unsigned __int32 > bFPVMoveOffscreenWhenTurning()
bool BPHandleAttackType(EWeaponAttackInput::Type AttackInput, EWeaponAttackType::Type AttackType, bool bIsAltAttack)
bool IsDodgingNotImpulsing()
void ServerStartFire(int attackIndex, bool bUseAltAnim, bool bOverrideCurrentAttack)
long double & LastNotifyShotTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPStartEquippedNotify()
float GetYarkMeleeSwingRadius()
BitFieldValue< bool, unsigned __int32 > bEquipRequiresConscious()
void CheckForMeleeAttack()
void SetWeaponState(EWeaponState::Type NewState, int AttackIndex, bool bUseAltAnim)
void GiveSidePrimalItemWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon, bool bIsSwitch)
BitFieldValue< bool, unsigned __int32 > bFPVWasTurning()
FTransform & LastDiscreteMeleeSwingTransformField()
bool CanSetCombatState(bool bNewCombatState)
void YarkTickMeleeSwing(float DeltaTime)
void YarkEndMeleeSwing(bool bProcessMeleeHits)
void Server_SetLockOnTarget_Implementation(AActor *newLockOnTarget)
BitFieldValue< bool, unsigned __int32 > bColorCrosshairBasedOnTarget()
float CompareBlockingPower(AShooterWeapon *AttackerWeapon, int AttackerAttackIndex)
TArray< FMeleeHitInfo > & CharacterHitsFromClientField()
void PlayUseHarvestAnimation_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseCustomSeatedAnim()
float & DodgeAutoAimMaxSpeedField()
bool ForceTPVTargetingAnimation()
BitFieldValue< bool, unsigned __int32 > bUseMeleeNoAmmoClipAnim()
BitFieldValue< bool, unsigned __int32 > bIsAutoAimActive()
float & HypoThermiaInsulationField()
bool IsValidShieldAttackIndex(int AttackIndex)
void NetWeaponStartAttack_Implementation(int weaponAttackIndex, bool bUseAltAnim)
BitFieldValue< bool, unsigned __int32 > bAllowTargetingWhileReloading()
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify()
float & DodgeAutoAimRangeField()
FRotator & FPVAdditionalLookRotOffsetField()
bool CanStartChargeRunning()
void OnRep_CurrentAmmoInClipSecondary()
BitFieldValue< bool, unsigned __int32 > bLoopedFireSound()
void StopFire(int weaponAttackIndex)
BitFieldValue< bool, unsigned __int32 > bIsInDestruction()
float & SideBlockingMaxAngleField()
float & DurabilityCostToEquipField()
BitFieldValue< bool, unsigned __int32 > bCanAltFire()
void SetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
BitFieldValue< bool, unsigned __int32 > bAllowFastAttackForBothSides()
bool BPGetAimOffsets(float DeltaTime, float MaxYawAimClamp, FRotator *RootRotOffsetIn, const float *RootYawSpeedIn, FVector *RootLocOffsetIn, FRotator *CurrentAimRotIn, FVector *CurrentRootLocIn, FVector *TargetRootLocIn, FRotator *TargetAimRotIn, FRotator *RootRotOffset, float *RootYawSpeed, FVector *RootLocOffset, FRotator *CurrentAimRot, FVector *CurrentRootLoc, FVector *TargetRootLoc, FRotator *TargetAimRot)
bool SupportsOffhandShield()
USoundBase * ToggleAccessorySoundField()
BitFieldValue< bool, unsigned __int32 > bPendingUnequipSecondary()
void Net_PlayEquipAnimAndFinishSwitch_Implementation(bool bIsPrimary, bool bHasNoAmmo)
BitFieldValue< bool, unsigned __int32 > bAllowCombatStateToggle()
void OnBurstStarted(int AttackIndex, bool bIsLeftFiring)
bool ForcesTPVCameraOffset()
bool ForceFirstPerson_Implementation()
long double & LastTimeStartedCustomFPVOffsetField()
void SimulateWeaponFire()
int GetAttackIndex(EWeaponAttackType::Type AttackType)
void UpdateChargeRunning_Implementation(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bUseCanAccessoryBeSetOn()
TArray< FName > & MeleeSwingSocketsField()
long double & LastTimeInReloadingField()
float & HyperThermiaInsulationField()
BitFieldValue< bool, unsigned __int32 > bUnequipRestorePreviousWeaponItem()
void OnAttackBlockedByShield(AShooterWeapon *CauserWeapon, int AttackIndex)
USoundCue * FireFinishSoundField()
float & ChargeRunningSpeedMinField()
void IncreaseReloadSpeed(float PlayRateMultiplier)
BitFieldValue< bool, unsigned __int32 > bAllowOnLadder()
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowCrouch()
long double & LastMoveForwardInputZeroTimeField()
void ClientYarkTickMeleeSwing(float DeltaTime)
bool RespondToMoveInput(FVector *MoveDir)
int & SecondaryClipIconOffsetField()
BitFieldValue< bool, unsigned __int32 > bTimeForNextAttackIsAbsolute()
float & HitStaggerDurationField()
BitFieldValue< bool, unsigned __int32 > bUseDinoRangeForTooltip()
BitFieldValue< bool, unsigned __int32 > bConsumeZoomInOut()
void MulticastAssociatedItemNetInfo(FItemNetInfo AssociatedNetInfo, bool bIsPrimaryItem)
float & MeleeComboHarvestingDamageMultiplierGainPerHitField()
long double & LastAttackTimeField()
BitFieldValue< bool, unsigned __int32 > bSmartSwitchingKeepsWieldingMode()
FVector & MeleeStepImpulseStartLocationField()
FName & RightHandIkSkeletalMeshSocketNameField()
bool WeaponHasBeenBlockedResponse(int WeaponAttackIndex)
float & AimDriftPitchAngleField()
USoundCue * TargetingSoundField()
BitFieldValue< bool, unsigned __int32 > bUseEquipNoAmmoClipAnim()
void Net_SetExtraWeaponAttack(TArray< FWeaponAttack > *newStoredAttacks)
float & AIDestinationOffsetOverrideField()
BitFieldValue< bool, unsigned __int32 > bFacingEnemyStructure()
float & AIMinLevelProjectileAimErrorField()
float & FPVExitTargetingInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bIsPerformingAttack()
FRotator * ProcessRotationInputDuringAttack(FRotator *result, FRotator rotInput)
FVector & VRTargetingModelOffsetField()
UMaterialInterface * ScopeCrosshairMIField()
BitFieldValue< bool, unsigned __int32 > bUseChainedReload()
void Net_StartSideUnequip(bool bIsPrimaryUnequip, bool bSkipAnimation, bool bIsSwitch)
UStaticMesh * DyePreviewMeshOverrideSMField()
UAnimMontage * OverrideProneInAnimField()
BitFieldValue< bool, unsigned __int32 > bNetLoopedSimulatingWeaponFire()
AActor * AutoAimTargetField()
void StartReload(bool bFromReplication, bool bReloadLeftWeapon, bool bIsChainedReload)
bool & bForceRestrictSeatedTPVCameraYawField()
TArray< bool > & DirectionalDodgeAllowedField()
void SwitchSideWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
BitFieldValue< bool, unsigned __int32 > bWeaponUsesAttackData()
bool & bLastMeleeHitStationaryField()
float & AttackAutoAimSliderMinMultiplierField()
BitFieldValue< bool, unsigned __int32 > bWantsToDodgeAfterAttack()
bool BPCanStartAttack(int attackIndex, bool bCanInterruptCurrentAttack, bool bIsLeftAttack)
bool IsDodgeDirectionAllowed(int DodgeDirection)
BitFieldValue< bool, unsigned __int32 > bIsPerformingAttackSwing()
void StartMuzzleFX(bool bLeftWeapon)
BitFieldValue< bool, unsigned __int32 > bUseBPGetAimOffsets()
void FinishWeaponSwitchPrimary()
FVector & FPVRelativeLocationOffscreenOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseSuccessiveHitsDamageMultiplier()
void SetTimeForNextAttack(float TimeAmount, bool OverrideCurrentTime, bool bIsAbsoluteTime, bool bIsLeftAttack, bool bSetTimeForBothSides)
BitFieldValue< bool, unsigned __int32 > bHideLeftArmFPV()
void EndMeleeStepImpulse_Implementation()
BitFieldValue< bool, unsigned __int32 > bPlayedTargetingSound()
UAnimMontage * OverrideJumpAnim_RunningModeField()
void StartMeleeStepImpulse_Implementation(FVector *MoveDir)
BitFieldValue< bool, unsigned __int32 > bWantsToAltFire()
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToSecondaryAction()
bool CanStartSideUnequip(bool bIsPrimaryWeapon)
BitFieldValue< bool, unsigned __int32 > bFPVUsingImmobilizedTransform()
BitFieldValue< bool, unsigned __int32 > bIsProcessingInput()
bool CanRegisterInputForNextAttack(int attackIndex, bool bIsLeftAttack)
UAudioComponent * PlayWeaponSound(USoundCue *Sound)
BitFieldValue< bool, unsigned __int32 > bOnlyUseShieldInCombatState()
void ServerStopFire(int attackIndex, bool bUseAltAnim)
void ServerOnAttackBlocked(AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield, bool bCharacterWasDodging)
void ProcessServerHit(FHitResult *HitInfo)
void CheckItemAssocation()
float BPModifyFOV(float inFOV)
APrimalCharacter * MyPawnField()
void DrawDebugLineClient(FVector StartLine, FVector EndLine, FColor lineColor)
bool BPShouldSkipAttackInput(EWeaponAttackInput::Type AttackInput, bool bIsStopFire)
void WeaponHasBlockedAttackResponse(AShooterWeapon *CauserWeapon, int AttackIndex, bool bShouldAllowFastAttack)
AActor * FindAutoAimTarget(FVector CurrentViewLocation, float MaxDistance, float MaxAngle)
void StopSimulatingWeaponFire()
void UpdateLastCombatActionTime(float AddititionalTimeOffset)
BitFieldValue< bool, unsigned __int32 > bForceShowCrosshairWhileFiring()
float & DodgeAutoAimDurationField()
float & MeleeHitItemDestroyWeightMinField()
long double & NextAllowedMeleeTimeField()
bool IsUsingBlockingAttack()
static void StaticRegisterNativesAShooterWeapon()
void OnAttackBlockedByWeapon(AShooterWeapon *CauserWeapon, int AttackIndex)
long double & FPVStoppedTurningTimeField()
void StopCheckForMeleeAttack()
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToAltFire()
UAnimMontage * NewOverrideProneOutAnimField()
void TickMeleeStepImpulse()
bool & bCutsEnemyGrapplingCableField()
FRotator & FPVLookAtMaximumOffsetField()
float & AmmoIconsCountField()
BitFieldValue< bool, unsigned __int32 > bReloadKeyCancelsReloading()
void DrawDebugLineClient_Implementation(FVector StartLine, FVector EndLine, FColor lineColor)
int & CurrentAmmoInClipSecondaryField()
float & FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField()
void Server_SetLockOnTarget(AActor *newLockOnTarget)
void ClientStartMuzzleFX_Implementation(bool bLeftWeapon)
BitFieldValue< bool, unsigned __int32 > bIsSecondaryWeaponEquipped()
void UseAmmo(int UseAmmoAmountOverride, bool bUseAmmoFromLeftWeapon)
void StartReloadAfterTimer()
BitFieldValue< bool, unsigned __int32 > bNPCResponseShouldDodge()
bool & bClientAlreadyReloadedField()
BitFieldValue< bool, unsigned __int32 > bWantsToFireSecondary()
bool ShouldCancelAutoAimOnTarget(AActor *CurrentAutoAimTarget)
BitFieldValue< bool, unsigned __int32 > bOnlyDamagePawns()
void StopCameraAnimationFPV()
TSubclassOf< UDamageType > * GetCurrentAttackDamageType(TSubclassOf< UDamageType > *result, bool bCanUseLastAttack)
void ForceStopReloadAnimation()
BitFieldValue< bool, unsigned __int32 > bWantsToAutoReload()
void CheckItemAssociationSecondary()
void PlayWeaponBreakAnimation()
int BPAdjustAmmoPerShot()
bool IsValidExtraAttack(int attackIndex, bool bTestIndexOnly)
void BPHandleMeleeAttack()
void CheckForEarlyAttack()
int BPWeaponDealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
void PostInitializeComponents()
float & LockOnAimMinDistanceForSpeedAdjustementField()
float & MinItemDurabilityPercentageForShotField()
float & AutoAimRangeField()
float & NPCSpeedMultiplierField()
void ClientStopSimulatingWeaponFire_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseBPCanEquip()
void CancelCurrentWeaponAttack(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
void BPOnWeaponStartedAttack()
BitFieldValue< bool, unsigned __int32 > bAllowSwitchBlockingSide()
FRotator & FPVLookAtInterpSpeed_TargetingField()
float & ItemDestructionUnequipWeaponDelayField()
float & AimDriftYawFrequencyField()
float PlayUnequipAnimation(bool bIsLeftWeapon, bool bStopOnFinish, bool bPlayBothFirstAndThirdPerson)
BitFieldValue< bool, unsigned __int32 > bUseAutoReloadOnEquip()
BitFieldValue< bool, unsigned __int32 > bUseBPCanReload()
void OnEquipFinishedPrimary()
UWeaponAttackData * CurrentShieldAttackDataField()
BitFieldValue< bool, unsigned __int32 > bAutoRefire()
BitFieldValue< bool, unsigned __int32 > bHideFPVMeshWhileTargeting()
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsUsingRepairBoxResources()
FRotator * ProcessRotationInputMultipliers_Implementation(FRotator *result, FRotator rotInput)
void ServerStartAltFire_Implementation()
void ServerStartChargeRunning(bool newChargeRunning)
void YarkDiscreteMeleeSwingSweep_Implementation(float DeltaTime, int StartPoint, int EndPoint)
void CreateControlLimitedBuff()
void OnEndProcessingInput()
float & AIReloadMaxPlayrateField()
FName & MeleeStunFXSocketField()
BitFieldValue< bool, unsigned __int32 > bUseAmmoServerOnly()
ECombatChangeReason::Type & CombatChangedForReasonField()
void StopReloadAnimation(bool bForceStopFPVAnim)
TArray< FWeaponAttack > & StoredExtraAttacksField()
float & SuccessiveHitsDamageMultiplierField()
void ClientSimulateWeaponFire_Implementation(bool bSimulateOnLeftWeapon, int AttackIndex)
float GetFireCameraShakeScale()
BitFieldValue< bool, unsigned __int32 > bPreventTargetPrimalCharacterMultiuseEntries()
long double & LastMoveRightInputTimeField()
BitFieldValue< bool, unsigned __int32 > bWasLastForwardInputPositive()
void FinishWeaponSwitchSecondary()
BitFieldValue< bool, unsigned __int32 > bAllowShipSteering()
float & ChargeRunningSpeedMaxField()
bool BPSkipAttackPreventedInput(EWeaponAttackInput::Type AttackInput)
float & FPVMoveOffscreenIdleRestoreIntervalField()
FRotator & FPVLastRotOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowProne()
BitFieldValue< bool, unsigned __int32 > bMeleeArraysInitialized()
FWeaponAttack * BPGetWeaponAttack(FWeaponAttack *result, int AttackIndex, bool *bFoundAttack)
void BPDrawDebugSphereClient(FVector StartLine, FVector EndLine, FColor lineColor, float radius)
void ClientSpawnMeleeComboHarvestingHitEffects_Implementation(FVector ImpactLocation, FVector ImpactNormal)
void ClientProcessHitResult(FHitResult *HitInfo, float AttackDamageAmount, float AttackDamageImpulse, TSubclassOf< UDamageType > AttackDamageType)
long double & LastFPVRenderTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPRemainEquipped()
void BPSetFPVRootLocAndRotation(FRotator FPVRotation_In, FVector RootLoc_In, FRotator *FPVRotation_Out, FVector *RootLoc_Out)
float & GlobalFireCameraShakeScaleField()
void RefreshToggleAccessory()
FieldArray< float, 8 > DirectionalSpeedMultipliersField()
BitFieldValue< bool, unsigned __int32 > bUseInCombatFOV()
long double & TimeStartedAutoAimField()
void ProcessActorAsYarkHit(AActor *InActor)
void LocalPossessedSecondary()
bool IsRecoveringAfterGettingBlocked()
float & NPCStepImpulseLeadingVelocityMultiplierField()
float BPPlayReloadAnimAndContinueReload(bool bIsLeftReload)
bool CanSwitchWeaponTo_Implementation(UPrimalItem *ForItem, APrimalCharacter *OwnerCharacter)
void UpdateFirstPersonMeshes(bool bIsFirstPerson)
float & FPVMoveOffscreenIdleInCombatRestoreIntervalField()
void ClientStartChargeRunning(bool newChargeRunning)
bool BPPreventLockingOn()
long double & LastFireTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRidingDino()
bool & bDisableShooterOnElectricStormField()
void Net_SetLockOnTarget(AActor *newLockOnTarget)
BitFieldValue< bool, unsigned __int32 > bIsPrimaryWeaponEquipped()
bool & bDisableWeaponCrosshairField()
void StartFire(bool bFromGamepad)
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToPrimaryFire()
float & DoubleTapToDodgeTimeWindowField()
FVector & CustomFPVTargetOffsetField()
void ClientSetChargeRunning(bool newChargeRunning)
void StartSecondaryAction()
void Net_CancelReload_Implementation()
float & TargetingTooltipCheckRangeField()
static void GetActorOffsetFromScreenCenter(AActor *ActorTarget, AShooterPlayerController *MyPC, FVector2D *OffsetFromCenter, FVector2D *ScreenCenter)
void ClientStartReload(bool bReloadLeftWeapon)
void EndMeleeFeetPlanted()
APrimalCharacter * FastAttackCounterTargetField()
BitFieldValue< bool, unsigned __int32 > bPendingReload()
UAnimMontage * TPVForcePlayAnimField()
FRotator & FPVRelativeRotationField()
float & BaseShieldBreakingPowerField()
long double & TimeForNextValidAttackField()
bool RespondToMoveStop_Implementation(bool bIsForwardMovement)
BitFieldValue< bool, unsigned __int32 > bUsePartialReloadAnim()
float & AutoReloadTimerField()
BitFieldValue< bool, unsigned __int32 > bUseTargetingReloadAnim()
BitFieldValue< bool, unsigned __int32 > bBurstUsesAltAttack()
void ServerStartReload(bool bReloadLeftWeapon, bool bIsChainedReload)
void StopAllowFastAttack()
void OnRep_AssociatedItemNetInfoSecondary()
BitFieldValue< bool, unsigned __int32 > bPreventEquippingUnderwater()
float & TimeBeforeDodgingEndsToStoreNextAttackField()
float & InCombatFOVIncreaseField()
BitFieldValue< bool, unsigned __int32 > bPreventEquippingWhileSwimming()
TWeakObjectPtr< APrimalBuff > & MyScopedBuffField()
BitFieldValue< bool, unsigned __int32 > bOverrideStandingAnim()
void Net_SetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
BitFieldValue< bool, unsigned __int32 > bUseBPForceTPVTargetingAnimation()
void PlayReloadAnimAndContinueReload()
int GetCurrentWeaponAttackIndex(bool bGetLastIfNotCurrent)
void BPStartEquippedNotify()
FRotator & FPVLookAtInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bWeaponUsesCombatState()
bool IsPerformingAttack()
void ClientPlayShieldHitAnim()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & AimDriftPitchFrequencyField()
bool ShouldUseStepImpulsing()
BitFieldValue< bool, unsigned __int32 > bPrimaryFireDoesMeleeAttack()
void TickMeleeSwing(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bHadMovingForwardInput()
BitFieldValue< bool, unsigned __int32 > bServerIgnoreCheckCanFire()
float & LockOnAttackAutoLockRangeField()
void Net_OnEquipSecondaryWeapon(bool bWeaponHasAmmo, bool bSkipAnimation)
FWeaponAttack * BPGetCurrentWeaponAttack(FWeaponAttack *result, bool *bFoundAttack)
BitFieldValue< bool, unsigned __int32 > bForceReloadOnDestruction()
FName & FastAttackLeftFXSocketField()
BitFieldValue< bool, unsigned __int32 > bLastMeleeAttacked()
BitFieldValue< bool, unsigned __int32 > bClientTriggersHandleFiring()
TSubclassOf< UDamageType > * GetAttackDamageType(TSubclassOf< UDamageType > *result, int AttackIndex)
void StaggerCharacter(APrimalCharacter *Character, float StaggerTime, int FromAttackIndex)
float & AIMaxLevelProjectileAimErrorField()
BitFieldValue< bool, unsigned __int32 > bAllowJumpWhileRunning()
FHitResult * WeaponTrace(FHitResult *result, FVector *StartTrace, FVector *EndTrace)
USceneComponent * FindComponentByName(FName ComponentName)
BitFieldValue< bool, unsigned __int32 > bUseBPOnBreakingAttackConnects()
void Server_SetLockOnState_Implementation(bool bNewState)
void ReloadWeaponSecondary()
float & LockOnAimMaxDistanceForSpeedAdjustementField()
FColor * GetCrosshairColor(FColor *result)
void MeleeHitAttemptToColorizeStructure(APrimalStructure *aStructure)
int & LastWeaponAttackIndexField()
BitFieldValue< bool, unsigned __int32 > bClientLoopingSimulateWeaponFire()
bool & bUseBPAdjustAmmoPerShotField()
BitFieldValue< bool, unsigned __int32 > bForcePreventUseWhileRidingDino()
void OnEquipSecondaryWeapon(bool bWeaponHasAmmo, bool bSkipAnimation)
bool & bCanBeUsedAsEquipmentField()
UMaterialInterface * ScopeOverlayMIField()
void ApplyPrimalItemSettingsToWeapon(bool bShallowUpdate, bool bIsSecondaryItem, bool bAllowIDZero)
long double & LastTimeStartedLookingForAimTargetField()
UPrimalItem * AssociatedPrimalItemSecondaryField()
FWeaponAttack * GetWeaponAttack(int attackIndex)
bool IsValidAutoAimTarget(AActor *PotentialTarget)
float & TimeToAutoReloadField()
void AttachMeshToPawnSecondary()
BitFieldValue< bool, unsigned __int32 > bAltFireDoesNotStopFire()
float & MeleeAttackUsableHarvestDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseScopeOverlay()
float & MeleeConsumesStaminaField()
BitFieldValue< bool, unsigned __int32 > bIsChargeRunning()
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsLockOn()
BitFieldValue< bool, unsigned __int32 > bHasStartedDiscreteMeleeHitSweep()
void MulticastAssociatedItemNetInfo_Implementation(FItemNetInfo AssociatedNetInfo, bool bIsPrimaryItem)
float & LockOnAimMaxSpeedField()
BitFieldValue< bool, unsigned __int32 > bDoesntUsePrimalItem()
float & FPVMoveOffscreenWhenTurningMaxOffsetField()
void BPOnServerEndDodgeNotify()
float & FireCameraShakeSpreadScaleExponentField()
BitFieldValue< bool, unsigned __int32 > bOverrideAimOffsets()
bool BPConstrainAspectRatio(float *OutAspectRatio)
FRotator & FPVLookAtSpeedBaseField()
void OnStartAttackSwing()
void DoReregisterAllComponents()
bool FindHarvestableOrEnemy()
BitFieldValue< bool, unsigned __int32 > bForceTargeting()
EWeaponAttackType::Type GetAttackTypeForIndex(int AttackIndex)
void ServerOnPawnSetRunning_Implementation(bool NewRunValue, bool bSkipAnim)
void StartExtraWeaponAttack(UObject *attackInstigator, APrimalBuff *WeaponAttackBuff, int BuffAttackIndex, bool useAltAnim, bool bOverrideCurrentAttack)
bool ShouldActivateAutoAim()
void BPOnAttackBlocked(AShooterWeapon *AttackingWeapon)
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOV()
float & TimeBeforeAttackEndsToStoreDodgingField()
int GetLastSocketPositionsNum()
BitFieldValue< bool, unsigned __int32 > bForceOverrideLandedAnimations()
bool IsUsingDownBlockingAttack()
float & GlobalAttackAutoAimMultiplierField()
void Net_UpdateWeaponAttackIndex_Implementation(int WeaponAttackIndex)
BitFieldValue< bool, unsigned __int32 > bMeleeHitUseMuzzleFX()
void StartMeleeFeetPlanted()
BitFieldValue< bool, unsigned __int32 > bLoopedFireAnim()
bool CheckShieldBlocking(APrimalCharacter *DamageCauser, APrimalCharacter *Defender, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
FVector * GetAdjustedAim(FVector *result)
float & NPCBaseBlockDurationField()
bool & bBPOverrideAspectRatioField()
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowJump()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowStunningRibbonTrail()
int & successiveHitsCounterField()
BitFieldValue< bool, unsigned __int32 > bClipScopeInY()
void StartSecondaryActionEvent()
BitFieldValue< bool, unsigned __int32 > bWasLastRightInputPositive()
float & timeToRecoverAfterHittingBlockField()
BitFieldValue< bool, unsigned __int32 > bOnlyStepImpulseBasicVsHuman()
bool BPWeaponAllowProne()
BitFieldValue< bool, unsigned __int32 > bUseBPGetSelectedMeleeAttackAnim()
FVector & FPVImmobilizedLocationOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPDodgeNotifies()
void Net_SwitchSideWeapon_Implementation(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
bool & bForceTickWithNoControllerField()
float & TimeBeforeEquipEndsToAllowShootingField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileReloading()
float & LookForAutoAimTargetDurationField()
BitFieldValue< bool, unsigned __int32 > bGamepadRightIsSecondaryAction()
BitFieldValue< bool, unsigned __int32 > bMeleeHitColorizesStructures()
BitFieldValue< bool, unsigned __int32 > bAllowRunning()
float & TheMeleeSwingRadiusField()
void FinishSideWeaponSwitch(bool bIsPrimaryWeapon)
bool & bAllowTargetingDuringMeleeSwingField()
void InitializeMeleeArrays()
FVector * GetProperLocation(FVector *result, AActor *CharacterActor)
FVector2D & TargetingInfoTooltipScaleField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnScoped()
BitFieldValue< bool, unsigned __int32 > bDodgeRequiresShift()
void ServerStartMeleeStepImpulse_Implementation(FVector MyVec)
void OnMovementModeChanged()
BitFieldValue< bool, unsigned __int32 > bRotationInputDisablesAutoAim()
BitFieldValue< bool, unsigned __int32 > bHideDamageSourceFromLogs()
FVector * GetMuzzleDirection(FVector *result, bool bFromSecondaryWeapon)
void StopReloadAnimation()
BitFieldValue< bool, unsigned __int32 > bIsEquipped()
USoundCue * OutOfAmmoSoundField()
BitFieldValue< bool, unsigned __int32 > bAllowFastAttack()
void Net_SetLockOnState(bool bNewState)
float & InsulationRangeField()
void ServerSwitchToNextLoadedWeapon()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowUseWhenRidingDino()
int UpdateToNextExtraAttack()
BitFieldValue< bool, unsigned __int32 > bUseUnequipNoAmmoClipAnim()
void YarkDiscreteMeleeSwingSweep(float DeltaTime, int StartPoint, int EndPoint)
float & AttackSpeedMultiplierField()
float & DodgeVelocityField()
UAnimMontage * NewOverrideLandedAnim_RunningModeField()
UAnimMontage * WeaponMesh3PFireAnimField()
float & AIOrbitTargetRangeMinOverrideField()
BitFieldValue< bool, unsigned __int32 > bWeaponUsesSmartSwitching()
BitFieldValue< bool, unsigned __int32 > bPreventReloadingWhileEquipping()
float & FPVMoveOffscreenIdleRestoreSpeedField()
FVector & FPVMuzzleLocationOffsetField()
long double GetNextValidAttackTime(bool bGetTimeForLeftAttack)
void SetAutoAimSlider(float NewValue)
BitFieldValue< bool, unsigned __int32 > bForceTargetingOnDino()
BitFieldValue< bool, unsigned __int32 > bAllowUseHarvesting()
float & LockOnTraceRadiusField()
BitFieldValue< bool, unsigned __int32 > bCheckCanTargetToStartTargeting()
void ServerCheckNextSecondaryWeapon()
void WeaponAdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, APrimalCharacter *Defender)
void ClearControlLimitedBuff()
float & MeleeAttackHarvetUsableComponentsRadiusField()
bool OnWeaponItemUsed(UPrimalItem *anItem)
FColor * GetCrosshairColor_Implementation(FColor *result)
TArray< UAnimSequence * > OverrideRiderAnimSequenceToField()
EWeaponState::Type BPGetCurrentState(bool bLeftWeaponState)
BitFieldValue< bool, unsigned __int32 > bPendingSecondaryEquipCheckAfterRiding()
BitFieldValue< bool, unsigned __int32 > bDebugDiscreteMeleeHits()
void StartChargeRunning()
void TryApplyPrimalItemSettingsToWeapon(bool bIsPrimaryWeapon)
void DrawDebugSphereClient(FVector StartLine, FVector EndLine, FColor lineColor, float radius)
void LocalOnAttackBlockedByWeapon(AShooterWeapon *CauserWeapon, int AttackIndex)
void ClientSetClipAmmo(int newClipAmmo, bool bOnlyUpdateItem, bool bIsLeftWeapon)
BitFieldValue< bool, unsigned __int32 > bIsMeleeStepImpulsing()
float & FireCameraShakeSpreadScaleMultiplierLessThanField()
void ServerSetChargeRunning(bool newChargeRunning)
bool RespondToMoveInput_Implementation(FVector *MoveDir)
void OnCameraUpdate(FVector *CameraLocation, FRotator *CameraRotation, FVector *WeaponBob)
FVector & Mesh1PSecondaryLocationOffsetField()
bool GetAimOffsets(float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset, FRotator *CurrentAimRot, FVector *CurrentRootLoc, FVector *TargetRootLoc, FRotator *TargetAimRot)
void ClientSetClipAmmo_Implementation(int newClipAmmo, bool bOnlyUpdateItem, bool bIsLeftWeapon)
FVector & FPVLastVROffsetField()
float & MeleeComboHarvestingDamageMultiplierField()
float & DodgeAutoAimMinSpeedField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanToggleAccessory()
TEnumAsByte< enum EWeaponType::Type > & MyWeaponTypeField()
BitFieldValue< bool, unsigned __int32 > bLoopedMuzzleFX()
void BPWeaponZoom(bool bZoomingIn)
void Net_SetExtraWeaponAttack_Implementation(TArray< FWeaponAttack > *newStoredAttacks)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bNextAttackIsAlt()
FRotator & FPVRelativeRotation_TargetingField()
BitFieldValue< bool, unsigned __int32 > bIsInRunningMode()
FVector & FPVRelativeLocation_TargetingField()
AActor * FindLockOnTarget(bool bFindNewTarget, FRotator rotationDirection, float TraceDistanceOverride, float TraceSphereRadiusOverride, bool bUseActorDistanceSort, bool bConsiderNeutralTargets, bool bConsiderOnlyHumanCharacters)
float & ChargeRunningRotationSpeedModifierField()
UAnimMontage * OverrideJumpAnimDualWieldingField()
void Net_OnSwitchSideWeapon(bool bIsPrimaryWeapon)
float & FireCameraShakeSpreadScaleMultiplierField()
float & TargetingFOVInterpSpeedField()
void HandleFiring(bool bSentFromClient, bool bIsLeftFiring, int AttackIndex)
BitFieldValue< bool, unsigned __int32 > bAttemptToDyeWithMeleeAttack()
void ServerOnAttackBlocked_Implementation(AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield, bool bCharacterWasDodging)
BitFieldValue< bool, unsigned __int32 > bPreventItemColors()
BitFieldValue< bool, unsigned __int32 > bTargetingForceTraceFloatingHUD()
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToSecondaryAction()
float & WeaponBlockingAttackPowerField()
UAnimSequence * BPGetSeatingAnimation()
bool BlueprintStartFireOverride(int weaponAttackIndex, bool useAltAnim, bool bOverrideCurrentAttack)
FieldArray< bool, 6 > bColorizeRegionsField()
BitFieldValue< bool, unsigned __int32 > bWeaponUsesChargeRunning()
FRotator & FPVLookAtMaximumOffset_TargetingField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponAnimPlayedNotify()
USoundCue * FireSoundField()
bool LocalAimUseLocalSpace(FVector *AimOrigin, FVector *AimDir)
BitFieldValue< bool, unsigned __int32 > bDodgeRequiresWalking()
BitFieldValue< bool, unsigned __int32 > bAllowDropAndPickup()
bool & bOnlyUseOnSeatingStructureField()
BitFieldValue< bool, unsigned __int32 > bAllowAttackEarlyOuts()
void ServerSetColorizeRegion(int theRegion, bool bValToUse)
void BPAppliedPrimalItemToWeapon()
FVector & StoredDodgeDirectionField()
bool CanStartWeaponSwitch(bool bIsPrimaryWeapon)
void SetLockOnTarget(AActor *newLockOnTarget)
bool BPOnWeaponItemUsedDuringReload(UPrimalItem *anItem)
TArray< AActor * > * SortActorsByDistanceFromScreenCenter(TArray< AActor * > *result, TArray< AActor * > *actors)
void RefreshAmmoItemQuantity()
void OnStartActivelyBlocking()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyAimOffset()
TArray< FVector > & LastSocketPositionsField()
long double & LastTimeSwitchedToNextLoadedWeaponField()
bool IsBlockingAttack(int attackIndex)
float PlayEquipAnimation(bool bIsLeftWeapon, bool bHasNoAmmo, bool bPlayBothFirstAndThirdPerson, bool bReplicate, bool bReplicateToInstigator, bool bStopOnFinish)
bool IsRecoveringAfterBlocking()
BitFieldValue< bool, unsigned __int32 > bAltFireDoesMeleeAttack()
BitFieldValue< bool, unsigned __int32 > bInversedIkCurve()
BitFieldValue< bool, unsigned __int32 > bBPUseWeaponCanFire()
BitFieldValue< bool, unsigned __int32 > bPendingEquip()
float & DodgeAutoAimMaxDistanceForSpeedAdjustementField()
UAnimSequence * OverrideTPVShieldAnimationField()
BitFieldValue< bool, unsigned __int32 > bAllowTargeting()
bool BPShouldDealDamage(AActor *TestActor)
FRotator * GetInputRotationLimits_Implementation(FRotator *result)
void ClientStartReload_Implementation(bool bReloadLeftWeapon)
int & LastAttemptedMeleeAttackField()
void OnRep_CurrentAmmoInClip()
long double & LastMoveRightInputZeroTimeField()
float & DodgeCooldownField()
void StartRibbonTrailFX()
long double & LastTimePlayedSwitchAnimField()
bool ForcesTPVCameraOffset_Implementation()
float & BackStabDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseCharacterMeleeDamageModifier()
bool & bBPDoClientCheckCanFireField()
bool ShouldBlockAttack_Implementation(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, AActor *DamageCauser, bool bOnlyCheckDirection)
float & LockOnAimMinSpeedField()
FVector * GetMuzzleLocation(FVector *result, bool bFromSecondaryWeapon)
FVector & FPVLastLocOffsetField()
void DrawHUD(AShooterHUD *HUD)
FVector & TPVMuzzleLocationOffsetField()
BitFieldValue< bool, unsigned __int32 > bApplyAimDriftWhenTargeting()
void WeaponTraceHits(TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
BitFieldValue< bool, unsigned __int32 > bRestrictFPVCameraPitch()
BitFieldValue< bool, unsigned __int32 > bPendingEquipSecondary()
void ServerStartChargeRunning_Implementation(bool newChargeRunning)
bool LocalCheckShieldBlocking(APrimalCharacter *DamageCauser, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
bool BPSkipSetCombatStateOnInput(EWeaponAttackInput::Type inputType)
float & MeleeComboHarvestingDamageMultiplierMaxField()
float & MeleeHitItemDestroyWeightMaxField()
void OnEquipFinishedSecondary()
void StartMeleeStepImpulse(FVector *DodgeDir)
void ResetMeleeComboHarvestingDamage()
bool BPWeaponAllowCrouch()
void AllowFastAttackForTime(float time, bool bWasLeftAttack, bool bShouldAllowBothSides)
USoundCue * UnequipSoundField()
float & DodgeAutoAimMinDistanceForSpeedAdjustementField()
void BPOnClientStartDodgeNotify()
float & NonStepImpulsingCameraShakeScaleField()
bool IsFirstPersonMeshVisible()
BitFieldValue< bool, unsigned __int32 > bUsePostUpdateTickForFPVParticles()
BitFieldValue< bool, unsigned __int32 > bUseHandIk()
BitFieldValue< bool, unsigned __int32 > bIsUsingAltAttack()
bool BPCanReload(bool bLeftReload)
UAnimSequence * OverrideTPVShieldHeldAnimationField()
void OnEndActivelyBlocking()
float & NPCNonAimingAttackAOEDistanceMultiplierField()
float & FireCameraShakeSpreadScaleExponentLessThanField()
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoItemOnReload()
void ServerStartFire_Implementation(int attackIndex, bool bUseAltAnim, bool bOverrideCurrentAttack)
int GetShieldAttackIndex(EWeaponAttackType::Type AttackType)
float PlayReloadAnimation()
USoundCue * AltFireSoundField()
BitFieldValue< bool, unsigned __int32 > bPendingSwitchPrimary()
void ServerStartSecondaryAction_Implementation()
void SimulateWeaponFire(bool bSimulateOnLeftWeapon, int AttackIndex)
FName & MuzzleAttachPointField()
float & DefaultStaggerTimeWhenBreakingShieldDefenseField()
BitFieldValue< bool, unsigned __int32 > bLoopingSimulateWeaponFire()
float & TimeBeforeDodgingEndsToStartNextAttackField()
float & FPVMoveOffscreenWhenTurningMaxViewRotSpeedField()
int & FiredLastNoAmmoShotField()
BitFieldValue< bool, unsigned __int32 > bWeaponUsesMeleeComboHarvesting()
void OnRep_AccessoryToggle()
BitFieldValue< bool, unsigned __int32 > bIsFireActivelyHeld()
bool CanSwitchWeaponTo(UPrimalItem *ForItem, APrimalCharacter *OwnerCharacter)
void StartSideUnequip(bool bIsPrimaryWeapon, bool bSkipAnimation, bool bIsSwitch)
bool & bLastMeleeHitField()
float & FPVCameraMaxPitchField()
float & TimeToCancelChargeRunWithoutCancellingRunningField()
FVector * GetShootingCameraLocation(FVector *result)
float & WeaponRunSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bDontUseAttackDataForAltFire()
long double & MeleeStepImpulseStartTimeField()
void PlayTargetingAnimation()
bool & bOnlyPassiveDurabilityWhenAccessoryActiveField()
bool BPCanSetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
float & FPVImmobilizedInterpSpeedField()
void ProcessIndexAndStartFire(int weaponAttackIndex, bool bFromGamepad, bool useAltAnim, bool bOverrideCurrentAttack)
BitFieldValue< bool, unsigned __int32 > bIsDefaultWeapon()
BitFieldValue< bool, unsigned __int32 > bCanFire()
TArray< FMeleeHitInfo > & CurrentMeleeHitsField()
float & MeleeCameraShakeSpeedScaleField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanStartAttack()
void ServerOnHitReceived_Implementation(AShooterWeapon *CauserWeapon, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
BitFieldValue< bool, unsigned __int32 > bAllowEquippedOnSteeringWheel()
bool & bAllowUseOnSeatingStructureField()
float & NPCBasicAttackAOEDistanceMultiplierField()
float & timeToRecoverAfterReceivingBreakAttackField()
bool & bPreventOpeningInventoryField()
FName & OverrideAttachPointSecondaryField()
FVector & VRTargetingAimOriginOffsetField()
BitFieldValue< bool, unsigned __int32 > bPendingSwitchSecondary()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
bool & bUseBlueprintAnimNotificationsField()
BitFieldValue< bool, unsigned __int32 > bUseBPHandleAttackType()
void Net_SetLockOnState_Implementation(bool bNewState)
float & AimDriftYawAngleField()
void Tick(float DeltaSeconds)
EWeaponAttackType::Type GetAttackTypeFromInput(EWeaponAttackInput::Type AttackInput)
float & TargetingDelayTimeField()
void Server_SetExtraWeaponAttack(APrimalBuff *WeaponAttackBuff, int BuffAttackIndex)
void ServerStartDodge_Implementation(int dodgeDirIndex)
bool IsValidAttackIndex(int AttackIndex)
BitFieldValue< bool, unsigned __int32 > bUseBPSetFPVRootLocAndRotation()
float GetSuccessiveHitsDamageMultiplier()
void ClientBeginMeleeStepImpulsing_Implementation(FVector MyVec)
void Net_OnSwitchSideWeapon_Implementation(bool bIsPrimaryWeapon)
float & MeleeComboHarvestingDamageMultiplierTimeUntilResetField()
FRotator & FPVImmobilizedRotationOffsetField()
void NetSetStepImpulsing_Implementation(bool NewImpulsing)
void StartFire(int weaponAttackIndex, bool bFromGamepad, bool useAltAnim, bool bOverrideCurrentAttack)
BitFieldValue< bool, unsigned __int32 > bReloadAnimForceTickPoseOnServer()
void ServerProcessMeleeHit(FHitResult *HitInfo, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
BitFieldValue< bool, unsigned __int32 > bIsWeaponBlockingActive()
float & DodgeDurationField()
bool AllowFiring(bool bIsLeftFire)
float & AttackAutoAimSliderField()
int & MeleeDamageAmountField()
float & TimeBeforeRecoilEndsToAllowNormalSpeedField()
USoundCue * EquipSoundField()
BitFieldValue< bool, unsigned __int32 > bHadMovingRightInput()
BitFieldValue< bool, unsigned __int32 > bUseBPCanSetCombatState()
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltMuzzleFX()
float & MeleeStepImpulseCollisionCheckDistanceField()
FItemNetInfo & AssociatedItemNetInfoSecondaryField()
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDamageMomentum()
USoundCue * UntargetingSoundField()
float & DodgeMeleeImpulseMultiplierField()
bool ShouldProcessRotationInputMultipliers()
BitFieldValue< bool, unsigned __int32 > bForceFirstPerson()
BitFieldValue< bool, unsigned __int32 > bPlayingFireAnim()
TArray< UAnimMontage * > AnimsOverrideFromField()
bool ShouldSwitchPrimaryWeapon()
bool CheckForMeleeStepImpulseCollision(FVector *MyVec, bool isInitialTrace)
float & FPVCameraMinPitchField()
void DetermineWeaponState()
FWeaponData & WeaponConfigField()
void ApplyFPVCustomOffset(FVector TargetOffset, float Duration, float InterpSpeed)
void ServerOnHitReceived(AShooterWeapon *CauserWeapon, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
void SetAutoAim(bool bEnable)
bool ShouldDealDamage(AActor *TestActor)
FVector & FPVRelativeLocationField()
void WeaponStartAttack(int weaponAttackIndex, bool bUseAltAnim)
void OnAttackAnimationPlayed(int AttackIndex, float attackDurationVal, float attackMinDurationVal, bool bOverrideNextAttackTime, bool bIsLeftAttack)
BitFieldValue< bool, unsigned __int32 > bForceThirdPerson()
bool HasRightMovementModeForAttack(int AttackIndex)
bool ShouldBlockAttack(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, AActor *DamageCauser, bool bOnlyCheckDirection)
float & FPVMoveOffscreenWhenTurningInCombatMaxOffsetField()
bool CanFire(bool bForceAllowSubmergedFiring, bool bIsLeftFire)
void Net_UpdateWeaponAttackIndex(int WeaponAttackIndex)
void DealDamage(FHitResult *Impact, FVector *ShootDir, float DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse, bool bIsFromSecondaryWeapon)
void LocalOnAttackBlockedByShield(AShooterWeapon *CauserWeapon, int AttackIndex)
BitFieldValue< bool, unsigned __int32 > bHideCrosshairWhileReloading()
BitFieldValue< bool, unsigned __int32 > bCanDoNonImpulsingHarvestAttack()
TArray< UAnimMontage * > AnimOverrideToField()
bool CanUseItemForDualWielding(UPrimalItem *PrimalItem)
BitFieldValue< bool, unsigned __int32 > bGamepadLeftIsPrimaryFire()
int & NextWeaponAttackIndexField()
void CosumeMeleeHitDurability(float DurabilityConsumptionMultiplier)
float & SwitchToNextLoadedWeaponCooldownField()
float & PassiveDurabilityCostIntervalField()
bool IsLockedOn(bool bTestForValidTarget)
UTexture2D * LockOnIconField()
BitFieldValue< bool, unsigned __int32 > bAllowSettingColorizeRegions()
FVector & CanceledReloadFPVOffsetField()
UAudioComponent * FireACField()
float GetChargeRunningSpeedProgress()
float & FPVEnterTargetingInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bWantsToFire()
FVector & DodgeDirectionField()
float & EndDoMeleeSwingTimeField()
bool IsActivelyBlocking()
void BPToggleAccessoryFailed()
BitFieldValue< bool, unsigned __int32 > bScopeFullscreen()
bool AddToMeleeSwingHurtList(AActor *AnActor)
float & OverrideTargetingFOVField()
UAnimSequence * GetStandingAnimation(float *OutBlendInTime, float *OutBlendOutTime)
BitFieldValue< bool, unsigned __int32 > bListenToAppliedForeces()
void NetSetDebugMelee(bool Discrete, int DebugMelee)
float & StandardBlockingMaxAngleField()
BitFieldValue< bool, unsigned __int32 > bDoMeleeSwing()
void SetAmmoInClip(int newAmmo, bool bSecondaryWeapon)
float GetAutoAimMultiplier(int AttackIndex)
float & PassiveDurabilityCostPerIntervalField()
bool & bConsumedDurabilityForThisMeleeHitField()
void InitializeLastSocketPositionsArray()
float GetWeaponDamageMultiplier(bool bIsFromSecondaryWeapon)
float & AttackAutoAimSliderMaxMultiplierField()
int GetCurrentAmmoInClip(bool bLeftWeaponAmmo)
float & LockOnCheckRangeField()
USceneComponent * GetParticleBaseComponent()
void Server_SetExtraWeaponAttack_Implementation(APrimalBuff *WeaponAttackBuff, int BuffAttackIndex)
void Dodge(FVector *DodgeDir)
void BPModifyAimOffset(float DeltaTime, FRotator *AimOffsetIn, FRotator *AimOffsetOut)
void NetSetStepImpulsing(bool NewImpulsing)
void GetHandsSocketsTransforms(FTransform *Left, FTransform *Right)
bool BPForceTPVTargetingAnimation()
float & TPVCameraYawRangeField()
TArray< int > & WeaponAttackIndexOverrideField()
float & DraggingOffsetInterpField()
void ServerStartDodge(int dodgeDirIndex)
long double & DodgeStartTimeField()
void TryApplyPrimalItemSettingsToPrimaryWeapon()
UAnimMontage * NewOverrideLandedAnimDualWieldingField()
bool IsAttackImplemented(EWeaponAttackType::Type AttackType)
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoOnUseAmmo()
void PlayUseHarvestAnimation()
bool PreventSwitchingWeapon(TSubclassOf< AShooterWeapon > WeaponClass)
TArray< TSubclassOf< UDamageType > > & WeaponDamageTypesWhichThisWeaponBlocksField()
void Server_SetCombatState_Implementation(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd, ECombatChangeReason::Type Reason)
bool & bRestrictTPVCameraYawField()
void ServerStartMeleeStepImpulse(FVector MyVec)
BitFieldValue< bool, unsigned __int32 > bHasPlayedReload()
void NetCancelCurrentWeaponAttack(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
APrimalCharacter * GetPawnOwner()
BitFieldValue< bool, unsigned __int32 > bCancelReloadWhenSwimming()
void TryApplyPrimalItemSettingsToSecondaryWeapon()
void ServerSwitchToNextLoadedWeapon_Implementation()
UAnimMontage * NewOverrideLandedAnimField()
float & MeleeDamageImpulseField()
BitFieldValue< bool, unsigned __int32 > bUseMeleeRibbonTrailFX()
void ServerStopFire_Implementation(int attackIndex, bool bUseAltAnim)
BitFieldValue< bool, unsigned __int32 > bIsAccessoryActive()
float & AIReloadMinPlayrateField()
void NetWeaponStartAttack(int weaponAttackIndex, bool bUseAltAnim)
void NetSetAimMagnetism_Implementation(float NewMagnetism)
float & BlockedAttackerRunSpeedModifierField()
void BPGlobalFireWeapon()
void Net_SetLockOnTarget_Implementation(AActor *newLockOnTarget)
bool BPAllowNativeFireWeapon()
void Net_SwitchSideWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
float & TimeSinceChargeRunningStartedField()
void ClientSimulateWeaponFire(bool bSimulateOnLeftWeapon, int AttackIndex)
FString & TutorialHintStringField()
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsBlocking()
FRotator * GetInputRotationLimits(FRotator *result)
float & TargetingForceTraceFloatingHUDRangeField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileMeleeAttacking()
int & CurrentWeaponAttackIndexField()
bool IsWithinView(float Angle, AActor *OtherActor, FVector CurrentViewPoint)
void Net_SetCombatState_Implementation(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents()
BitFieldValue< bool, unsigned __int32 > bFiredFirstBurstShot()
BitFieldValue< bool, unsigned __int32 > bTargetUnTargetWithClick()
long double & LastMoveForwardInputTimeField()
bool & bReplicateCurrentAmmoInClipToNonOwnersField()
void FinishSideUnequipSecondary()
USoundCue * MeleeComboHarvestingDamageMultiplierSoundField()
BitFieldValue< bool, unsigned __int32 > bForceFirstPersonWhileTargeting()
static void GetAttackDirectionToBreakBlock(AShooterWeapon *DefenderWeapon, AShooterWeapon *DamageCauserWeapon, FVector *ShotDirection, int damageCauserAttackIndex, bool *RegularDirection, bool *AltDirection)
void DrawDebugSphereClient_Implementation(FVector StartLine, FVector EndLine, FColor lineColor, float radius)
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDualWielding()
bool & bUseFireCameraShakeScaleField()
BitFieldValue< bool, unsigned __int32 > bNextAttackIsShield()
long double & TimeRunningStartedField()
void SetAccessoryEnabled(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToAltFire()
UPrimalItem * AssociatedPrimalItemField()
float & FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField()
BitFieldValue< bool, unsigned __int32 > bHideFPVMesh()
bool & bForceTPV_EquippedWhileRidingField()
long double & TimeForNextValidAttackLeftField()
void EndDodging_Implementation()
void Net_OnAttackBlockedByWeapon(AShooterWeapon *CauserWeapon, int AttackIndex)
void ServerStopSecondaryAction_Implementation()
float & NPCWeaponAttackRangeMultiplierField()
void ServerSetChargeRunning_Implementation(bool newChargeRunning)
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDodge()
float & CustomFPVOffsetInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltFireSound()
BitFieldValue< bool, unsigned __int32 > bCanDownBlock()
float & DodgeStaminaCostField()
FName & ScopeCrosshairColorParameterField()
FRotator * ProcessRotationInputMultipliers(FRotator *result, FRotator rotInput)
TArray< UAnimSequence * > OverrideRiderAnimSequenceFromField()
float & NPCStepImpulseLeadingVelocityMaxExtraSpeedField()
bool CanReload(bool bLeftReload)
BitFieldValue< bool, unsigned __int32 > bUseBPPlayReloadAnimAndContinueReload()
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponDealDamage()
TArray< AActor * > MeleeSwingHurtListField()
void BPStaggerCharacter(APrimalCharacter *ToCharacter, float StaggerTime, int FromAttackIndex)
float & FPVMeleeTraceFXRangeField()
void TickMeleeStepImpulse_Implementation()
BitFieldValue< bool, unsigned __int32 > bCurrentReloadIsChained()
TArray< TEnumAsByte< enum EWeaponAttackType::Type > > & WeaponAttackTypeOverrideField()
TArray< FRecoveryRateOverride > & RecoveryRateValuesOverrideField()
FVector2D & TargetingInfoTooltipPaddingField()
FName & OverrideAttachPointField()
void OnRep_AssociatedItemNetInfo()
void ServerCancelCurrentWeaponAttack_Implementation(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
float & ItemDurabilityToConsumePerMeleeHitField()
void SetWeaponState(EWeaponState::Type NewState)
void DetermineWeaponState(int AttackIndex, bool bUseAltAnim)
FString * GetTutorialHintString(FString *result)
TSubclassOf< UPrimalItem > & WeaponAmmoItemTemplateField()
float & ChargeRunningAccelerationTimeField()
int & DebugMeleeHitsField()
void ServerStartAltFire()
long double & LastFireTimeSecondaryField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventLockingOn()
void ClientPlayShieldHitAnim_Implementation()
void StartReloadAfterTimerSecondary()
void ServerStartSecondaryAction()
TSubclassOf< APrimalBuff > & ControlLimitedBuffField()
BitFieldValue< bool, unsigned __int32 > bStepImpulsingRequiresTarget()
void ServerSetColorizeRegion_Implementation(int theRegion, bool bValToUse)
void OnInstigatorPlayDyingEvent()
float & AllowChargeRunInTimeField()
FVector * GetCameraDamageStartLocation(FVector *result, FVector *AimDir)
void NetSetUseInterpolatedLocation_Implementation(bool NewValue)
AActor * TryFindAutoAimTarget(bool bNoTimeLimit, float MaxDistance, float MaxAngle)
BitFieldValue< bool, unsigned __int32 > bEquippingRequiresWalking()
FItemNetInfo & AssociatedItemNetInfoField()
BitFieldValue< bool, unsigned __int32 > bBPHandleMeleeAttack()
void ServerEndMeleeStepImpulse_Implementation()
bool CanStartBlocking(int attackIndex)
BitFieldValue< bool, unsigned __int32 > bProcessedBlock()
BitFieldValue< bool, unsigned __int32 > bDontActuallyConsumeItemAmmo()
void SetOwningPawn(APrimalCharacter *theCharacter)
BitFieldValue< bool, unsigned __int32 > bAllowSubmergedFiring()
BitFieldValue< bool, unsigned __int32 > bPendingSecondaryEquipCheckAfterMap()
BitFieldValue< bool, unsigned __int32 > bIsMeleeFeetPlanted()
UAnimMontage * WeaponMesh3PReloadAnimField()
float & WeaponBlockingDefensePowerField()
void ClientEndDodging_Implementation()
void OnEndBlockingAttack(int attackIndex, bool bFromGamepad, bool bUseAltAnim)
float & InputRotationLimitDeltaTimeMultiplierField()
int & PrimaryClipIconOffsetField()
void ServerStopAltFire_Implementation()
float & GlobalFireCameraShakeScaleTargetingField()
BitFieldValue< bool, unsigned __int32 > bUnequipping()
TSubclassOf< UShooterDamageType > & MeleeAttackUsableHarvestDamageTypeField()
float & RecoilRunSpeedModifierField()
float & MaxAngleToActivateAutoAimField()
void Server_SetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd, ECombatChangeReason::Type Reason)
bool BPNPCShouldUseAltAttack(int weaponAttackIndex)
void OnRep_NetLoopedWeaponFire()
BitFieldValue< bool, unsigned __int32 > bIsWeaponBreaking()
FVector & AutoAimViewOffsetField()
BitFieldValue< bool, unsigned __int32 > bIsInMeleeSwing()
BitFieldValue< bool, unsigned __int32 > bFoundConsciousCharacter()
void BPDrawHud(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bClientAlreadyReloadedSecondary()
float & CustomFPVOffsetInterpDurationField()
BitFieldValue< bool, unsigned __int32 > bUseInterpolatedLocation()
BitFieldValue< bool, unsigned __int32 > bDidLastAttackHarvest()
BitFieldValue< bool, unsigned __int32 > bNotifiedOutOfAmmo()
void ServerEndMeleeStepImpulse()
BitFieldValue< bool, unsigned __int32 > bAllowAutoAim()
FString * GetTutorialHintString_Implementation(FString *result)
void Net_StartSideUnequip_Implementation(bool bIsPrimaryWeapon, bool bSkipAnimation, bool bIsSwitch)
FName & FastAttackFXSocketField()
void UpdateChargeRunning(float DeltaSeconds)
float & AllowMeleeTimeBeforeAnimationEndField()
void ClearClientReloadSecondary()
void SwitchToNextLoadedWeapon()
FName & TPVAccessoryToggleComponentField()
float & MeleeHitSphereTraceRadiusMultiplierField()
bool LocalCheckWeaponBlocking(APrimalCharacter *DamageCauser, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
void BPOnClientEndDodgeNotify()
void ServerCancelReload_Implementation()
void PlayWeaponBreakAnimation_Implementation()
void NetSetDebugMelee_Implementation(bool Discrete, int DebugMelee)
float & ChargeRunningSpeedField()
bool IsReloading(bool bOnlyCheckLeftSide, bool bOnlyCheckRightSide)
int & ControlLimitedBuffCounterField()
void OnPawnSetRunning(bool NewRunValue, bool bSkipAnim)
BitFieldValue< bool, unsigned __int32 > bSupportsOffhandShield()
FName & MuzzleAttachPointSecondaryField()
BitFieldValue< bool, unsigned __int32 > bForcePlayReloadFPV()
void BPOnFinishedReload(bool bWasPrimaryReload, bool bReloadWasSuccessful)
float & BaseSpeedModifierField()
FRotator & LastCameraRotationField()
void ServerCancelCurrentWeaponAttack(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
FVector & RibbonTrailScaleField()
float & DelayBeforeFirstCrateField()
float & ExtraCrateQualityMultiplierField()
FVector & RandomSpawnPointsHitLocOffsetField()
float & RandomSpawnPointsMaxDistanceFromShoreField()
float & SP_MaxIntervalBetweenMaxedCrateSpawnsField()
void SpawnCratesFromAllPoints()
float & MinTimeBetweenCrateSpawnsAtSamePointField()
float & RandomSpawnPointsMaxZField()
float & SP_MaxIntervalBetweenCrateSpawnsField()
float & RandomSpawnPointsMinZField()
TArray< FSupplyCrateSpawnEntry, FDefaultAllocator > & LinkedSupplyCrateEntriesField()
float & SP_MaxDelayBeforeFirstCrateField()
float & RandomSpawnPointsMinDistanceFromShoreField()
float & FirstStartupIntervalBetweenCrateSpawnsField()
float & IntervalBetweenMaxedCrateSpawnsField()
float & CrateSpawnDensityPerAreaField()
float & SP_NoValidSpawnRecheckIntervalField()
float & MinCrateDistanceFromStructureField()
TArray< APrimalStructureItemContainer_SupplyCrate *, FDefaultAllocator > & MyCratesField()
float & MaxIntervalBetweenMaxedCrateSpawnsField()
int & MaxNumCratesField()
float & CreateSpawnDensityMultiplierField()
float & FirstStartupTimePeriodField()
float & RandomSpawnPointsExtentsOffsetFromSeamlessGridSizeField()
FName & CrateSpawningRequiresLoadedSublevelField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< FSupplyCrateSpawnEntry, FDefaultAllocator > & OriginalSupplyCrateEntriesField()
TArray< FClassRemappingWeight, FDefaultAllocator > & SupplyCrateClassRemappingsField()
float & IntervalBetweenCrateSpawnsField()
float & MaxIntervalBetweenCrateSpawnsField()
float & SP_DelayBeforeFirstCrateField()
float & SP_IntervalBetweenCrateSpawnsField()
int & ZoneVolumeMaxNumberOfNPCBufferField()
float & NoValidSpawnReCheckIntervalField()
float & MaxDelayBeforeFirstCrateField()
TArray< FSupplyCrateSpawnPointEntry, FDefaultAllocator > & LinkedSpawnPointEntriesField()
float & MinCrateDistanceFromPlayerField()
float & MinDistanceFromOtherCrateField()
float & RandomSpawnPointsExtentsOverrideField()
float & SP_IntervalBetweenMaxedCrateSpawnsField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & QualityMultiplier()
TCallTraits< ElementType >::ParamType ElementInitType
TCallTraits< InKeyType >::ParamType KeyInitType
static FORCEINLINE bool Matches(KeyInitType A, KeyInitType B)
static FORCEINLINE KeyInitType GetSetKey(ElementInitType Element)
TCallTraits< ElementType >::ParamType KeyInitType
static FORCEINLINE uint32 GetKeyHash(KeyInitType Key)
TCallTraits< ElementType >::ParamType ElementInitType
unsigned __int32 bRemoteOwned
unsigned __int32 bDeferBeginPlay
unsigned __int32 bNoCollisionFail
unsigned __int32 bDeferruction
unsigned __int32 bAllowDuringructionScript
USceneComponent * AttachToComponent
__int64 & LinkedPlayerIDField()
FString & PlayerSteamNameField()
static UScriptStruct * StaticStruct()
FString & PlayerNameField()
void PrioritizeAssetInstall(FAssetData *AssetData)
EAssetAvailability::Type GetAssetAvailability(FAssetData *AssetData)
bool GetDependencies(FName PackageName, TArray< FName > *OutDependencies)
float GetAssetAvailabilityProgress(FAssetData *AssetData, EAssetAvailabilityProgressReportingType::Type ReportType)
bool GetAssetsByPackageName(FName PackageName, TArray< FAssetData > *OutAssetData)
void AssetRenamed(UObject *RenamedAsset, FString *OldObjectPath)
void GetSubPaths(FString *InBasePath, TArray< FString > *OutPathList, bool bInRecurse)
void AddAssetData(FAssetData *AssetData)
void PrioritizeSearchPath(FString *PathToPrioritize)
bool GetAssetsByClass(FName ClassName, TArray< FAssetData > *OutAssetData, bool bSearchSubClasses)
bool GetAllAssets(TArray< FAssetData > *OutAssetData)
void SearchAllAssets(bool bSynchronousSearch)
void ScanPathsSynchronous_Internal(TArray< FString > *InPaths, bool bForceRescan, bool bUseCache)
void OnContentPathMounted(FString *InAssetPath, FString *FileSystemPath)
bool RemoveAssetData(FAssetData *AssetData)
FAssetData * GetAssetByObjectPath(FAssetData *result, FName ObjectPath)
void AssetDeleted(UObject *DeletedAsset)
void PathDataGathered(const long double TickStartTime, TArray< FString > *PathResults)
bool RemoveAssetPath(FString *PathToRemove, bool bEvenIfAssetsStillExist)
void GetAllCachedPaths(TArray< FString > *OutPathList)
FString * ExportTextPathToObjectName(FString *result, FString *InExportTextPath)
bool GetAncestorClassNames(FName ClassName, TArray< FName > *OutAncestorClassNames)
bool GetReferencers(FName PackageName, TArray< FName > *OutReferencers)
bool GetAssetsByPath(FName PackagePath, TArray< FAssetData > *OutAssetData, bool bRecursive)
void ScanPathsSynchronous(TArray< FString > *InPaths, bool bForceRescan)
void AssetCreated(UObject *NewAsset)
void OnContentPathDismounted(FString *InAssetPath, FString *FileSystemPath)
bool AddPath(FString *PathToAdd)
static bool IsUsingWorldAssets()
bool RemoveDependsNode(FName PackageName)
bool GetAssetAvailabilityProgressTypeSupported(EAssetAvailabilityProgressReportingType::Type ReportType)
void CollectCodeGeneratorClasses()
void Tick(float DeltaTime)
bool RemovePath(FString *PathToRemove)
long double LastReplenishTime
float CurrentHarvestHealth
float HarvestEffectivenessCache
long double LastDepletionTime
__int8 bDontRegisterWithOctree
UMeshComponent * BaseMeshComponent
UPrimalHarvestingComponent * ParentHarvestingComponent
__int8 bUseInternalActorComponentOctree
int OriginalIndexIntoBase
__int8 bRegisteredInternalActorComponentOctree
__int8 bHarvestingComponentHidden
TArray< UActorComponent *, FDefaultAllocator > AdditionalComponentAttachments
float DepletionExhaustionEffect
float NextReplenishInterval
FAttachedInstancedVtbl * vfptr
static FORCEINLINE uint32 GetAndClearNextBit(uint32 &Mask)
unsigned __int8 bOverridesGreaterValue
unsigned __int8 bOverridesLesserValue
FChatMessage * operator=(FChatMessage *__that)
TEnumAsByte< enum EChatType::Type > ChatType
FChatMessage(FChatMessage *__that)
TEnumAsByte< EChatSendMode::Type > SendMode
unsigned int RadioFrequency
FString & FromClassNameField()
FString & ToClassNameField()
static UScriptStruct * StaticStruct()
TArray< TSubclassOf< UObject > > ToClasses
TSubclassOf< UObject > FromClass
TArray< unsigned int > IgnoreActors
bool bReturnPhysicalMaterial
bool bFindInitialOverlaps
FCollisionResponseContainer CollisionResponse
FORCEINLINE bool operator!=(const FColor &C) const
FORCEINLINE bool operator==(const FColor &C) const
static FColor MakeFromColorTemperature(float Temp)
FORCEINLINE FLinearColor ReinterpretAsLinear() const
FLinearColor FromRGBE() const
FORCEINLINE void operator+=(const FColor &C)
FORCEINLINE FColor(uint8 InR, uint8 InG, uint8 InB, uint8 InA=255)
FORCEINLINE uint32 ToPackedRGBA() const
const uint32 & DWColor(void) const
FORCEINLINE uint32 ToPackedABGR() const
static FColor FromHex(const FString &HexString)
FORCEINLINE FColor(uint32 InColor)
FORCEINLINE uint32 ToPackedBGRA() const
static FColor MakeRedToGreenColorFromScalar(float Scalar)
FORCEINLINE FColor(EForceInit)
FColor WithAlpha(uint8 Alpha) const
FORCEINLINE uint32 ToPackedARGB() const
FColor(const FLinearColor &LinearColor)
static FColor MakeRandomColor()
FRotator ComponentRotationOffset
FVector ComponentLocationOffset
TSubclassOf< UActorComponent > ActorComponentClass
bool bCraftingRequireExactResourceType
int ForceMultipleResourceTypesRequirement
TSubclassOf< UPrimalItem > ResourceItemType
float BaseResourceRequirement
static uint32 MemCrc32(const void *Data, int32 Lenght)
TSubclassOf< UDamageType > & DamageTypeClassField()
void GetBestHitInfo(AActor *HitActor, AActor *HitInstigator, FHitResult *OutHitInfo, FVector *OutImpulseDir)
int & InstanceBodyIndexField()
float & OriginalDamageField()
static UScriptStruct * StaticStruct()
TSubclassOf< AActor > HarvestDamageFXOverride
__int8 bAllowUnderwaterHarvesting
float DamageDurabilityConsumptionMultiplier
float HarvestQuantityMultiplier
float DamageHarvestAdditionalEffectiveness
TSubclassOf< UDamageType > DamageTypeParent
unsigned int FemaleDinoID2
unsigned int FemaleDinoID1
static UScriptStruct * StaticStruct()
TSubclassOf< UDamageType > & MeleeDamageTypeField()
FDinoAttackInfo * operator=(FDinoAttackInfo *__that)
FName & RangedSocketField()
long double & LastProjectileSpawnTimeField()
FRotator & AttackRotationRateField()
TArray< FName > & MeleeSwingSocketsField()
float & AttackWithJumpChanceField()
TArray< FVector > & LastSocketPositionsField()
float & ActivateAttackRangeField()
int & MeleeDamageAmountField()
float & AttackWeightField()
float & AttackIntervalField()
float & AttackRunningSpeedModifierField()
long double & RiderLastAttackTimeField()
float & SwimmingAttackRunningSpeedModifierField()
float & AttackRotationGroundSpeedMultiplierField()
float & RiderAttackIntervalField()
TArray< float > & AttackAnimationsTimeFromEndToConsiderFinishedField()
float & MeleeDamageImpulseField()
TArray< UAnimMontage * > AttackAnimationsField()
TArray< int > & ChildStateIndexesField()
FName & AttackNameField()
float & AttackSelectionExpirationTimeField()
TArray< float > & AttackAnimationWeightsField()
float & StaminaCostField()
long double & AttackSelectionTimeField()
float & MinAttackRangeField()
float & AttackRotationRangeDegreesField()
long double & LastAttackTimeField()
float & SetAttackTargetTimeField()
float & DotProductCheckMinField()
float & MeleeSwingRadiusField()
float & AttackRangeField()
float & AttackOffsetField()
float & DotProductCheckMaxField()
static UScriptStruct * StaticStruct()
float & BaseLevelMaxRangeField()
float & EntryWeightField()
float & BaseLevelMinRangeField()
float FoodEffectivenessMultiplier
float HealthEffectivenessMultiplier
float UntamedFoodConsumptionPriority
float StaminaEffectivenessMultiplier
float TorpidityEffectivenessMultiplier
float AffinityEffectivenessMultiplier
TSubclassOf< UPrimalItem > FoodItemParent
TSubclassOf< UActorComponent > OverrideActorComponent
TArray< float, FDefaultAllocator > DamageTypeEntryMinQuantityOverrides
TArray< float, FDefaultAllocator > DamageTypeEntryWeightOverrides
float OverrideQuantityRandomPower
__int8 bScaleWithDinoBabyAge
float EffectivenessQuantityMultiplier
float EffectivenessQualityMultiplier
TArray< TSubclassOf< UDamageType >, FDefaultAllocator > DamageTypeEntryValuesOverrides
TArray< float, FDefaultAllocator > DamageTypeEntryMaxQuantityOverrides
TSubclassOf< UPrimalItem > ResourceItem
FHitResult * operator=(FHitResult *__that)
static UScriptStruct * StaticStruct()
UPrimitiveComponent * GetComponent()
float & HttpReceiveTimeoutField()
int & HttpMaxConnectionsPerServerField()
int & MaxReadBufferSizeField()
bool & bEnableHttpField()
TSharedRef< IHttpRequest, 0 > * CreateRequest(TSharedRef< IHttpRequest, 0 > *result)
float & HttpSendTimeoutField()
float & HttpConnectionTimeoutField()
static FHttpModule * Get()
float & HttpTimeoutField()
void SetHeader(FString *HeaderName, FString *HeaderValue)
long double & StartRequestTimeField()
TSharedPtr< IHttpResponse, 1 > * GetResponse(TSharedPtr< IHttpResponse, 1 > *result)
FString * GenerateHeaderBuffer(FString *result, unsigned int ContentLength)
void SetURL(FString *URL)
EHttpRequestStatus::Type GetStatus()
TArray< unsigned char > & RequestPayloadField()
FString & RequestVerbField()
FString * GetContentType(FString *result)
void SetContentAsString(FString *ContentString)
void * RequestHandleField()
void SetContent(TArray< unsigned char > *ContentPayload)
FString * GetURL(FString *result)
void * ConnectionHandleField()
volatile int & ElapsedTimeSinceLastServerResponseField()
FString * GetHeader(FString *result, FString *HeaderName)
void Tick(float DeltaSeconds)
EHttpRequestStatus::Type & CompletionStatusField()
TArray< FString > * GetAllHeaders(TArray< FString > *result)
bool & bDebugVerboseField()
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & RequestHeadersField()
TSharedPtr< FHttpResponseWinInet, 1 > & ResponseField()
FString * GetURLParameter(FString *result, FString *ParameterName)
void SetVerb(FString *Verb)
int & ProgressBytesSentField()
FString * GetVerb(FString *result)
TArray< FString > * GetAllHeaders(TArray< FString > *result)
TArray< unsigned char > & ResponsePayloadField()
volatile int & bResponseSucceededField()
volatile int & bIsReadyField()
FString * GetURLParameter(FString *result, FString *ParameterName)
FString * GetURL(FString *result)
TArray< unsigned char > * GetContent()
FString * GetContentType(FString *result)
FString * GetContentAsString(FString *result)
int & MaxReadBufferSizeField()
void ProcessResponseHeaders()
FString * QueryHeaderString(FString *result, unsigned int HttpQueryInfoLevel, FString *HeaderName)
FString * GetHeader(FString *result, FString *HeaderName)
int & ContentLengthField()
FHttpRequestWinInet * RequestField()
int & TotalBytesReadField()
int & AsyncBytesReadField()
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & ResponseHeadersField()
int & ResponseCodeField()
FORCEINLINE T && operator()(T &&Val) const
FORCEINLINE FIntPoint(EForceInit)
FORCEINLINE FIntPoint ComponentMax(const FIntPoint &Other) const
int32 SizeSquared() const
FIntPoint & operator/=(const FIntPoint &Other)
FIntPoint & operator-=(const FIntPoint &Other)
static FIntPoint DivideAndRoundUp(FIntPoint lhs, int32 Divisor)
static FIntPoint DivideAndRoundUp(FIntPoint lhs, FIntPoint Divisor)
FIntPoint & operator=(const FIntPoint &Other)
FIntPoint & operator*=(int32 Scale)
FIntPoint & operator+=(const FIntPoint &Other)
const int32 & operator()(int32 PointIndex) const
static const FIntPoint NoneValue
int32 & operator[](int32 Index)
FIntPoint & operator/=(int32 Divisor)
int32 & operator()(int32 PointIndex)
FIntPoint operator-(const FIntPoint &Other) const
bool operator!=(const FIntPoint &Other) const
FIntPoint(int32 InX, int32 InY)
FIntPoint operator/(const FIntPoint &Other) const
FIntPoint operator*(int32 Scale) const
bool operator==(const FIntPoint &Other) const
FIntPoint operator+(const FIntPoint &Other) const
int32 operator[](int32 Index) const
FIntPoint operator/(int32 Divisor) const
static FIntPoint DivideAndRoundDown(FIntPoint lhs, int32 Divisor)
FORCEINLINE FIntPoint ComponentMin(const FIntPoint &Other) const
static const FIntPoint ZeroValue
FORCEINLINE bool operator==(const FIntVector4 &Other) const
FORCEINLINE FIntVector4()
FORCEINLINE const int32 & operator[](int32 ComponentIndex) const
FORCEINLINE bool operator!=(const FIntVector4 &Other) const
FORCEINLINE FIntVector4(EForceInit)
FORCEINLINE int32 & operator[](int32 ComponentIndex)
FORCEINLINE FIntVector4(int32 InValue)
FORCEINLINE FIntVector4(int32 InX, int32 InY, int32 InZ, int32 InW)
FIntVector & operator=(const FIntVector &Other)
bool operator==(const FIntVector &Other) const
static const FIntVector NoneValue
FIntVector operator/(int32 Divisor) const
FIntVector operator+(const FIntVector &Other) const
static FIntVector DivideAndRoundUp(FIntVector lhs, int32 Divisor)
FIntVector & operator/=(int32 Divisor)
FIntVector & operator*=(int32 Scale)
int32 & operator()(int32 ComponentIndex)
FIntVector(FVector InVector)
const int32 & operator()(int32 ComponentIndex) const
FIntVector operator-(const FIntVector &Other) const
FIntVector & operator+=(const FIntVector &Other)
FIntVector(int32 InX, int32 InY, int32 InZ)
FIntVector(int32 InValue)
static const FIntVector ZeroValue
FIntVector & operator-=(const FIntVector &Other)
FORCEINLINE FIntVector(EForceInit)
int32 & operator[](int32 ComponentIndex)
const int32 & operator[](int32 ComponentIndex) const
FIntVector operator*(int32 Scale) const
bool operator!=(const FIntVector &Other) const
TSubclassOf< UPrimalItem > ItemClass
long double & CreationTimeField()
unsigned __int64 & OwnerPlayerDataIdField()
long double & UploadEarliestValidTimeField()
unsigned __int16 & CraftQueueField()
TArray< FColor > & CustomItemColorsField()
long double & NextCraftCompletionTimeField()
TArray< FItemStatGroupValue > & ItemStatGroupValuesField()
TArray< FCraftingResourceRequirement > & CustomResourceRequirementsField()
FVector & OriginalItemDropLocationField()
long double & EquippedAtTimeField()
long double & NextSpoilingTimeField()
TSubclassOf< UPrimalItem > & ItemSkinTemplateField()
float & CraftedSkillBonusField()
unsigned __int16 & CurrentUpgradeLevelField()
FString & CrafterCharacterNameField()
FItemNetID & ItemIDField()
unsigned int & ExpirationTimeUTCField()
unsigned __int16 & BlueprintCraftsRemainingField()
TArray< unsigned short > & ItemStatGroupUpgradesField()
TArray< FDinoAncestorsEntry > & EggDinoAncestorsField()
unsigned int & WeaponClipAmmoField()
TArray< TSubclassOf< APrimalBuff > > & FeatClassesField()
long double & LastSpoilingInventorySlotCheckTimeField()
float & UseItemSlotTimeRemainingField()
char & ItemVersionField()
unsigned int & ItemQuantityField()
TSubclassOf< UPrimalItem > & ItemCustomClassField()
TSubclassOf< UPrimalItem > & ItemArchetypeField()
float & EggTamedIneffectivenessModifierField()
FItemNetInfo * operator=(FItemNetInfo *__that)
TArray< FDinoAncestorsEntry > & EggDinoAncestorsMaleField()
char & EggRandomMutationsMaleField()
float & ItemRatingField()
FieldArray< char, 16 > EggNumberOfLevelUpPointsAppliedField()
FieldArray< __int16, 6 > ItemColorIDField()
FString & CustomItemNameField()
FieldArray< unsigned __int16, 8 > ItemStatValuesField()
unsigned __int16 & MaxUpgradeLevelField()
TWeakObjectPtr< AShooterCharacter > & LastOwnerPlayerField()
long double & LastSpoilingTimeField()
float & CraftingSkillField()
TArray< unsigned __int64 > & SteamUserItemIDField()
char & EggRandomMutationsFemaleField()
char & ItemQualityIndexField()
TArray< FCustomItemData > & CustomItemDatasField()
long double & ClusterSpoilingTimeUTCField()
FieldArray< char, 6 > EggColorSetIndicesField()
int & CustomItemIDField()
float & ItemDurabilityField()
static UScriptStruct * StaticStruct()
long double & LastAutoDurabilityDecreaseTimeField()
FString & CustomItemDescriptionField()
FieldArray< unsigned __int16, 8 > ItemStatUpgradesField()
char & ItemProfileVersionField()
FString & CrafterTribeNameField()
FieldArray< __int16, 6 > PreSkinItemColorIDField()
float & AdditionalChanceToIgnoreByQualityLevelField()
float & TheRandomizerPowerField()
int & DefaultModifierValueField()
int & RandomizerRangeOverrideField()
static UScriptStruct * StaticStruct()
float & InitialValueConstantField()
float GetItemStatModifierUpgradeValueOnly(unsigned __int16 ItemStatValue, unsigned __int16 ItemUpgradeValue, float GlobalUpgradeValueScale)
float GetItemStatModifier(unsigned __int16 ItemStatValue, unsigned __int16 ItemUpgradeValue, float GlobalUpgradeValueScale)
TArray< float > & GiveFeatClassesWeightsField()
float & MinimumQualityLevelField()
float & AbsoluteMaxValueField()
float & RatingValueMultiplierField()
float & RandomizerRangeMultiplierField()
float & UpgradeValueScaleField()
float & StateModifierScaleField()
float & ChanceToIgnoreField()
TArray< TSubclassOf< APrimalBuff > > & GiveFeatClassesField()
FName & StatModifierGroupNameField()
FItemStatInfo * operator=(FItemStatInfo *__that)
unsigned __int16 GetRandomValue(float QualityLevel, float *outRandonMultiplier, float ClampMaxRand)
FORCEINLINE FLinearColor & operator-=(const FLinearColor &ColorB)
FORCEINLINE FLinearColor & operator*=(float Scalar)
static FLinearColor LerpUsingHSV(const FLinearColor &From, const FLinearColor &To, const float Progress)
FORCEINLINE FLinearColor(float InR, float InG, float InB, float InA=1.0f)
FORCEINLINE FLinearColor(EForceInit)
FORCEINLINE FLinearColor & operator*=(const FLinearColor &ColorB)
FORCEINLINE FLinearColor operator+(const FLinearColor &ColorB) const
FORCEINLINE FLinearColor operator-(const FLinearColor &ColorB) const
FORCEINLINE FLinearColor operator/(const FLinearColor &ColorB) const
float ComputeLuminance() const
static FLinearColor FGetHSV(uint8 H, uint8 S, uint8 V)
FLinearColor Desaturate(float Desaturation) const
static FLinearColor MakeRandomColor()
FORCEINLINE FLinearColor GetClamped(float InMin=0.0f, float InMax=1.0f) const
FLinearColor(const FColor &Color)
FORCEINLINE const float & Component(int32 Index) const
bool IsAlmostBlack() const
FORCEINLINE float & Component(int32 Index)
FLinearColor LinearRGBToHSV() const
static FLinearColor MakeFromColorTemperature(float Temp)
static CONSTEXPR double sRGBToLinearTable[256]
FORCEINLINE bool Equals(const FLinearColor &ColorB, float Tolerance=KINDA_SMALL_NUMBER) const
FORCEINLINE FLinearColor()
FORCEINLINE bool operator==(const FLinearColor &ColorB) const
FORCEINLINE float GetMin() const
FORCEINLINE float GetLuminance() const
FLinearColor CopyWithNewOpacity(float NewOpacicty) const
FORCEINLINE float GetMax() const
FLinearColor HSVToLinearRGB() const
static float Pow22OneOver255Table[256]
FORCEINLINE FLinearColor operator*(const FLinearColor &ColorB) const
FORCEINLINE FLinearColor & operator/=(const FLinearColor &ColorB)
FORCEINLINE bool operator!=(const FLinearColor &Other) const
FORCEINLINE FLinearColor operator/(float Scalar) const
static float Dist(const FLinearColor &V1, const FLinearColor &V2)
FORCEINLINE FLinearColor & operator/=(float Scalar)
FORCEINLINE FLinearColor operator*(float Scalar) const
static float EvaluateBezier(const FLinearColor *ControlPoints, int32 NumPoints, TArray< FLinearColor > &OutPoints)
FORCEINLINE FLinearColor & operator+=(const FLinearColor &ColorB)
TArray< AActor * > ZoneSpawnVolumeFloors
TArray< FName > ZoneSpawnVolumeFloorTags
ANPCZoneSpawnVolume * LinkedZoneSpawnVolume
static float UnwindRadians(float A)
static T InterpCircularOut(const T &A, const T &B, float Alpha)
static T InterpEaseInOut(const T &A, const T &B, float Alpha, float Exp)
static T InterpExpoInOut(const T &A, const T &B, float Alpha)
static FORCEINLINE double RoundToNegativeInfinity(double F)
static FORCEINLINE int32 RandRange(int32 Min, int32 Max)
static T BiLerp(const T &P00, const T &P10, const T &P01, const T &P11, const U &FracX, const U &FracY)
static T LerpStable(const T &A, const T &B, double Alpha)
static FORCEINLINE float RandRange(float InMin, float InMax)
static float UnwindDegrees(float A)
static FORCEINLINE float FastAsin(float Value)
static FORCEINLINE float RoundToNegativeInfinity(float F)
static float FindDeltaAngleRadians(float A1, float A2)
static U CubicCRSplineInterp(const U &P0, const U &P1, const U &P2, const U &P3, const float T0, const float T1, const float T2, const float T3, const float T)
static T InterpCircularInOut(const T &A, const T &B, float Alpha)
static float SmoothStep(float A, float B, float X)
static FORCEINLINE T Clamp(const T X, const T Min, const T Max)
static FORCEINLINE float RoundFromZero(float F)
static T CubicInterpSecondDerivative(const T &P0, const T &T0, const T &P1, const T &T1, const U &A)
static int32 LeastCommonMultiplier(int32 a, int32 b)
static FORCEINLINE T Square(const T A)
static T Lerp(const T &A, const T &B, const U &Alpha)
static FORCEINLINE T Max3(const T A, const T B, const T C)
static T InterpEaseOut(const T &A, const T &B, float Alpha, float Exp)
static FORCEINLINE T DivideAndRoundDown(T Dividend, T Divisor)
static FORCEINLINE float RoundToZero(float F)
static FORCEINLINE int32 RandHelper(int32 A)
static int32 GreatestCommonDivisor(int32 a, int32 b)
static T InterpSinOut(const T &A, const T &B, float Alpha)
static T InterpEaseIn(const T &A, const T &B, float Alpha, float Exp)
static FORCEINLINE float RoundToPositiveInfinity(float F)
static FORCEINLINE void PolarToCartesian(const float Rad, const float Ang, float &OutX, float &OutY)
static FORCEINLINE float FRandRange(float InMin, float InMax)
static float FindDeltaAngleDegrees(float A1, float A2)
static FORCEINLINE bool IsPowerOfTwo(T Value)
static FORCEINLINE auto RadiansToDegrees(T const &RadVal) -> decltype(RadVal *(180.f/PI))
static T InterpCircularIn(const T &A, const T &B, float Alpha)
static T InterpStep(const T &A, const T &B, float Alpha, int32 Steps)
static FORCEINLINE T DivideAndRoundUp(T Dividend, T Divisor)
static T InterpExpoOut(const T &A, const T &B, float Alpha)
static T CubicInterpDerivative(const T &P0, const T &T0, const T &P1, const T &T1, const U &A)
static T CubicInterp(const T &P0, const T &T0, const T &P1, const T &T1, const U &A)
static FORCEINLINE double RoundToPositiveInfinity(double F)
static FORCEINLINE void SinCos(float *ScalarSin, float *ScalarCos, float Value)
static FORCEINLINE T Min3(const T A, const T B, const T C)
static FORCEINLINE auto DegreesToRadians(T const &DegVal) -> decltype(DegVal *(PI/180.f))
static T LerpStable(const T &A, const T &B, float Alpha)
static T InterpExpoIn(const T &A, const T &B, float Alpha)
static FORCEINLINE double RoundToZero(double F)
static T InterpSinIn(const T &A, const T &B, float Alpha)
static FORCEINLINE double RoundFromZero(double F)
static T InterpSinInOut(const T &A, const T &B, float Alpha)
static FORCEINLINE bool RandBool()
static FORCEINLINE void * Memzero(void *Dest, SIZE_T Count)
static FORCEINLINE void Memzero(T &Src)
static FORCEINLINE void * SystemMalloc(SIZE_T Size)
static void Free(void *Original)
static FORCEINLINE void * Memset(void *Dest, uint8 Char, SIZE_T Count)
static void * Malloc(SIZE_T Count, uint32 Alignment=DEFAULT_ALIGNMENT)
static FORCEINLINE void * Memmove(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE int32 Memcmp(const void *Buf1, const void *Buf2, SIZE_T Count)
static FORCEINLINE void Memswap(void *Ptr1, void *Ptr2, SIZE_T Size)
static FORCEINLINE void * StreamingMemcpy(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE void Memcpy(T &Dest, const T &Src)
static FORCEINLINE void Memset(T &Src, uint8 ValueToSet)
static void * Realloc(void *Ptr, SIZE_T Size, uint32 Alignment=DEFAULT_ALIGNMENT)
static FORCEINLINE void SystemFree(void *Ptr)
static SIZE_T QuantizeSize(SIZE_T Count, uint32 Alignment=DEFAULT_ALIGNMENT)
static FORCEINLINE void * BigBlockMemcpy(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE void * Memcpy(void *Dest, const void *Src, SIZE_T Count)
TSharedPtr< IModuleInterface > * LoadModule(TSharedPtr< IModuleInterface > *result, FName InModuleName, const bool bWasReloaded)
bool IsModuleLoaded(FName InModuleName)
void FindModules(const wchar_t *WildcardWithoutExtension, TArray< FName > *OutModules)
bool IsModuleUpToDate(FName InModuleName)
static FString * GetCleanModuleFilename(FString *result, FName ModuleName, bool bGameModule)
TSharedPtr< IModuleInterface > * GetModule(TSharedPtr< IModuleInterface > *result, FName InModuleName)
void UnloadModulesAtShutdown()
bool UnloadModule(FName InModuleName, bool bIsShutdown)
static void GetModuleFilenameFormat(bool bGameModule, FString *OutPrefix, FString *OutSuffix)
void AddModule(FName InModuleName)
void AddBinariesDirectory(const wchar_t *InDirectory, bool bIsGameDirectory)
static FModuleManager * Get()
TArray< float > GameDifficulties
TArray< float > EnemyLevelsMin
TArray< float > EnemyLevelsMax
TArray< FNPCSpawnLimit > AdditionalNPCSpawnLimits
TSubclassOf< UNPCSpawnEntriesContainer > SpawnEntriesContainerClass
TArray< FNPCSpawnEntry > AdditionalNPCSpawnEntries
TArray< FVector > NPCsSpawnOffsets
TArray< float > NPCMinLevelOffset
float WaterOnlySpawnMinimumWaterHeight
TArray< unsigned char > NPCOverrideLevel
float SpawnMinDistanceFromTamedDinosMultiplier
TArray< FNPCDifficultyLevelRange > NPCDifficultyLevelRanges
TArray< float > NPCMaxLevelOffset
TArray< FClassRemappingWeight > NPCRandomSpawnClassWeights
float SpawnMinDistanceFromPlayersMultiplier
unsigned __int32 bAddLevelOffsetBeforeMultiplier
float ManualSpawnPointSpreadRadius
TArray< FString > NPCsToSpawnStrings
TArray< float > NPCMaxLevelMultiplier
TArray< TSubclassOf< APrimalDinoCharacter > > NPCsToSpawn
TArray< float > NPCMinLevelMultiplier
TArray< float > NPCsToSpawnPercentageChance
float LevelDifficultyTestOverride
unsigned __int32 bForcePreventSpawnOnOcean
float RandGroupSpawnOffsetZMin
float RandGroupSpawnOffsetZMax
float SpawnMinDistanceFromStructuresMultiplier
int CurrentNumberOfNPCTouching
TSubclassOf< APrimalDinoCharacter > NPCClass
float MaxPercentageOfDesiredNumToAllow
static bool SplitNameWithCheck(const wchar_t *OldName, wchar_t *NewName, int NewNameLen, int *NewNumber)
bool operator==(const wchar_t *Other)
int Compare(FName *Other)
bool operator==(const FName &Other) const
void ToString(FString *Out)
FString * GetPlainNameString(FString *result)
void AppendString(FString *Out)
void Init(const char *InName, int InNumber, EFindName FindType, bool bSplitName, int HardcodeIndex)
bool IsValidXName(FString InvalidChars, FText *Reason)
static FString * NameToDisplayString(FString *result, FString *InDisplayName, const bool bIsBool)
FName(const char *Name, EFindName FindType)
void(__fastcall *Pointer)(UObject *_this
float RandomOffsetPercentageOfPlacementInterval
TSubclassOf< UMeshComponent > RenderComponent
TSubclassOf< UPrimalHarvestingComponent > HarvestComponent
long double ReplenishAtTime
TSubclassOf< UPrimalHarvestingComponent > HarvestTemplate
unsigned __int32 bBlockingHit
TWeakObjectPtr< AActor > Actor
TWeakObjectPtr< UPrimitiveComponent > Component
static UScriptStruct * StaticStruct()
TArray< FHarvestResourceEntry, FDefaultAllocator > HarvestResourceEntriesOverride
TArray< TSubclassOf< UPrimalHarvestingComponent >, FDefaultAllocator > ForHarvestingComponents
FDamageHarvestingEntry HarvestEntryOverride
long double & DiedAtTimeField()
FString & DeathReasonField()
static UScriptStruct * StaticStruct()
BitFieldValue< bool, unsigned __int32 > bContinueOnUnchangedValue()
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > & ValueTypeField()
float & BaseAmountToAddField()
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > & StopOnValueNearMaxField()
BitFieldValue< bool, unsigned __int32 > bAddTowardsEquilibrium()
float & AmountToAddField()
static UScriptStruct * StaticStruct()
BitFieldValue< bool, unsigned __int32 > bMakeUntameable()
BitFieldValue< bool, unsigned __int32 > bMoveTowardsEquilibrium()
BitFieldValue< bool, unsigned __int32 > bSetAdditionalValue()
int & StatusValueModifierDescriptionIndexField()
BitFieldValue< bool, unsigned __int32 > bSetValue()
float & SpeedToAddField()
char & HeadHairIndexField()
FieldArray< char, 10 > PlayerState_DefaultItemSlotEngramsField()
FPrimalPersistentCharacterStatsStruct * operator=(FPrimalPersistentCharacterStatsStruct *__that)
void UnlockPerMapExplorerNote(int ExplorerNoteIndex)
TArray< TSubclassOf< UPrimalEngramEntry > > & PlayerState_UnlockedSkillsField()
FieldArray< FDinoOrderGroup, 10 > DinoOrderGroupsField()
int & CharacterStatusComponent_HighestExtraCharacterLevelField()
float & CharacterStatusComponent_ExperiencePointsField()
TArray< unsigned int > & PerMapExplorerNoteUnlocksField()
bool IsPerMapExplorerNoteUnlocked(int ExplorerNoteIndex)
int & CurrentlySelectedDinoOrderGroupField()
static UScriptStruct * StaticStruct()
int & PlayerState_TotalEngramPointsField()
FieldArray< char, 16 > CharacterStatusComponent_NumberOfLevelUpPointsAppliedField()
float & PercentageOfFacialHairGrowthField()
TArray< FName > & FeatUnlocksField()
void UnlockFeat(FName FeatName)
void GiveEngramsToPlayerState(APrimalCharacter *aChar, AShooterPlayerController *forPC)
float & PercentageOfHeadHairGrowthField()
TArray< FName > & EmoteUnlocksField()
unsigned __int16 & CharacterStatusComponent_ExtraCharacterLevelField()
void ApplyToPrimalCharacter(APrimalCharacter *aChar, AShooterPlayerController *forPC, bool bIgnoreStats, bool bSetCurrentStatsToMax)
void UnlockEmote(FName EmoteName)
TArray< FDefaultItemEntry > & ExtraDefaultItemsField()
FieldArray< TSubclassOf< UPrimalItem >, 10 > PlayerState_DefaultItemSlotClassesField()
char & FacialHairIndexField()
int & CharacterStatusComponent_LastRespecAtExtraCharacterLevelField()
FieldArray< TSubclassOf< APrimalBuff >, 10 > PlayerState_FeatHotkeysField()
float & MuscleToneField()
FPrimalPlayerCharacterConfigStruct * operator=(FPrimalPlayerCharacterConfigStruct *__that)
FString & PlayerCharacterLastNameField()
FLinearColor & OverrideFacialHairColorField()
FieldArray< FLinearColor, 4 > BodyColorsField()
int & PlayerSpawnRegionIndexField()
FString * GetPlayerCharacterName(FString *result)
FLinearColor & OverrideHeadHairColorField()
FString & PlayerCharacterFirstNameField()
FieldArray< float, 66 > BonePresetsField()
BitFieldValue< bool, unsigned __int32 > bIsFemale()
char & HeadHairIndexField()
static UScriptStruct * StaticStruct()
char & FacialHairIndexField()
FieldArray< float, 1 > AdvancedBoneModifiersField()
float & AllowedRespawnIntervalField()
TArray< short > & CompletedQuestIDsField()
int & LastPinCodeUsedField()
unsigned int & BornAtUTCField()
TArray< short > & CompletedQuestPointOfInterestIDsField()
TArray< short > & DiscoveredZonesNewField()
unsigned int & LocalPlayerIndexField()
FString & SavedNetworkAddressField()
TArray< FFeatCooldown > & FeatCooldownsField()
float & NumOfDeathsField()
FPrimalPlayerDataStruct * operator=(FPrimalPlayerDataStruct *__that)
int & PlayerDataVersionField()
bool HasDiscoveredZone(int ZoneId)
BitFieldValue< bool, unsigned __int32 > bUseSpectator()
BitFieldValue< bool, unsigned __int32 > bFirstSpawned()
FString & PlayerNameField()
long double & LastTimeDiedToEnemyTeamField()
static UScriptStruct * StaticStruct()
unsigned __int64 & PlayerDataIDField()
int & SpawnDayNumberField()
FUniqueNetIdRepl & UniqueIDField()
int & TotalDiscoveryZonePointsField()
float & SpawnDayTimeField()
int & LastUniquePaintingIdField()
unsigned int & NextAllowedTribeJoinTimeUTCField()
FPrimalPlayerCharacterConfigStruct & MyPlayerCharacterConfigField()
FPrimalPersistentCharacterStatsStruct * MyPersistentCharacterStatsField()
unsigned int & NextAllowedTerritoryMessageTimeUTCField()
TArray< int > & AppIDSetField()
long double & NextAllowedRespawnTimeField()
FieldArray< int, 7 > PrimalStatsValuesField()
static UScriptStruct * StaticStruct()
long double & StartStatsTimeField()
FORCEINLINE FRotator_NetQuantize(float InPitch, float InYaw, float InRoll)
FORCEINLINE FRotator_NetQuantize(EForceInit E)
FORCEINLINE FRotator_NetQuantize()
static const FRotator ZeroRotator
FRotator GetDenormalized() const
FRotator GetNormalized() const
bool IsNearlyZero(float Tolerance=KINDA_SMALL_NUMBER) const
static float DecompressAxisFromByte(uint16 Angle)
FVector UnrotateVector(const FVector &V) const
static float NormalizeAxis(float Angle)
static float DecompressAxisFromShort(uint16 Angle)
FRotator operator+=(const FRotator &R)
FRotator operator-(const FRotator &R) const
FRotator GetInverse() const
bool operator==(const FRotator &R) const
FORCEINLINE FRotator(float InF)
static uint8 CompressAxisToByte(float Angle)
FRotator(const FQuat &Quat)
FRotator operator*=(float Scale)
void GetWindingAndRemainder(FRotator &Winding, FRotator &Remainder) const
static uint16 CompressAxisToShort(float Angle)
FORCEINLINE FRotator(EForceInit)
FRotator operator-=(const FRotator &R)
FRotator Add(float DeltaPitch, float DeltaYaw, float DeltaRoll)
FRotator GridSnap(const FRotator &RotGrid) const
bool InitFromString(const FString &InSourceString)
FRotator operator*(float Scale) const
FORCEINLINE FRotator(float InPitch, float InYaw, float InRoll)
bool Equals(const FRotator &R, float Tolerance=KINDA_SMALL_NUMBER) const
FVector RotateVector(const FVector &V) const
FString ToCompactString() const
FRotator operator+(const FRotator &R) const
static float ClampAxis(float Angle)
static FRotator MakeFromEuler(const FVector &Euler)
bool operator!=(const FRotator &V) const
FScriptSetLayout SetLayout
FScriptSparseArrayLayout SparseArrayLayout
unsigned __int64 & SocketField()
bool SetNonBlocking(bool bIsNonBlocking)
bool SetMulticastTtl(char TimeToLive)
bool Listen(int MaxBacklog)
bool LeaveMulticastGroup(FInternetAddr *GroupAddress)
bool Send(const char *Data, int Count, int *BytesSent)
bool Recv(char *Data, int BufferSize, int *BytesRead, ESocketReceiveFlags::Type Flags)
bool SetReuseAddr(bool bAllowReuse)
bool SetLinger(bool bShouldLinger, int Timeout)
bool HasPendingConnection(bool *bHasPendingConnection)
bool SetBroadcast(bool bAllowBroadcast)
bool SetSendBufferSize(int Size, int *NewSize)
bool HasPendingData(unsigned int *PendingDataSize)
FSocket * Accept(FInternetAddr *OutAddr, FString *SocketDescription)
FDateTime & LastActivityTimeField()
ESocketConnectionState GetConnectionState()
bool SetMulticastLoopback(bool bLoopback)
bool Bind(FInternetAddr *Addr)
bool JoinMulticastGroup(FInternetAddr *GroupAddress)
bool SendTo(const char *Data, int Count, int *BytesSent, FInternetAddr *Destination)
bool RecvFrom(char *Data, int BufferSize, int *BytesRead, FInternetAddr *Source, ESocketReceiveFlags::Type Flags)
void GetAddress(FInternetAddr *OutAddr)
FSocket * Accept(FString *SocketDescription)
bool Connect(FInternetAddr *Addr)
bool SetReceiveBufferSize(int Size, int *NewSize)
FString & SocketDescriptionField()
ESocketType & SocketTypeField()
unsigned int & EntityIDField()
bool & bServerIsFullField()
static UScriptStruct * StaticStruct()
bool & bInLandClaimedFlagRangeField()
bool & bReachedMaxTravelCountField()
TEnumAsByte< enum EShipType::Type > & ShipTypeField()
unsigned int & ServerIdField()
FVector2D & RelativeLocationInServerField()
FString * GetDisplayName(FString *result, FVector *FromPos, bool bIncludeDistance)
unsigned int & ParentEntityIDField()
unsigned int & NextAllowedUseTimeField()
FString & EntityNameField()
FSpawnPointInfo * operator=(FSpawnPointInfo *__that)
TEnumAsByte< enum ETribeEntityType::Type > & EntityTypeField()
bool bPreventDrawingBuffDescription
FString ModifierDescription
UTexture2D * ModifierIcon
TArray< FString > ItemClassStrings
TArray< float > ItemsMaxQuantities
bool bActualItemRandomWithoutReplacement
TArray< TSubclassOf< UPrimalItem > > Items
TArray< float > ItemsMinQuantities
unsigned __int32 bForceBlueprint
float ChanceToBeBlueprintOverride
float GiveExtraItemQuantityPercentByOwnerCharacterLevel
TArray< float > ItemsWeights
int GiveRequiresMinimumCharacterLevel
float ChanceToActuallyGiveItem
bool bItemsRandomWithoutReplacement
TSubclassOf< UPrimalSupplyCrateItemSet > ItemSetOverride
TArray< FSupplyCrateItemEntry > ItemEntries
bool bOverrideCrateValues
TSubclassOf< APrimalStructureItemContainer_SupplyCrate > CrateTemplate
FSupplyCrateValuesOverride OverrideCrateValues
TSubclassOf< UNPCSpawnEntriesContainer > CrateEnemySpawnEntries
long double LastTimeSpawned
FName LinkedEnemySpawnZoneManagerTag
ANPCZoneManager * LinkedEnemySpawnZoneManager
TArray< FSupplyCrateSpawnEntry, FDefaultAllocator > OverrideSupplyCrateEntries
AActor * LinkedSpawnPoint
FVector TraceGroundPointDownOffset
FVector TraceGroundPointUpOffset
unsigned __int32 bTraceGroundPoint
float RandomQualityMultiplierMin
float RandomQualityMultiplierMax
bool bRandomizeMinAndMaxQualityMultiplier
float RandomQualityMultiplierPower
bool bSetsRandomWithoutReplacement
TSubclassOf< UPrimalItem > ItemSetExtraItemClass
TSubclassOf< UPrimalSupplyCrateItemSets > AdditionalItemSetsOverride
int RequiredLevelToAccess
float ItemSetExtraItemQuantityByQualityPower
float MaxQualityMultiplier
TArray< FSupplyCrateItemSet, FDefaultAllocator > ItemSets
TSubclassOf< UPrimalSupplyCrateItemSets > ItemSetsOverride
float ItemSetExtraItemQuantityByQualityMultiplier
TArray< FSupplyCrateItemSet, FDefaultAllocator > AdditionalItemSets
float MinQualityMultiplier
bool ShouldGatherForLocalization()
int CompareTo(FText *Other, ETextComparisonLevel::Type ComparisonLevel)
static FText * FromName(FText *result, FName *Val)
static bool FindText(FString *Namespace, FString *Key, FText *OutText, FString *const SourceString)
static FText * Format(FText *result, FText *Fmt, FText *v1, FText *v2)
static FText * TrimPreceding(FText *result, FText *InText)
static FText * CreateChronologicalText(FText *result, FString InSourceString)
TSharedPtr< FString > * GetSourceString(TSharedPtr< FString > *result)
static FText * TrimTrailing(FText *result, FText *InText)
FText * operator=(FText *Source)
static FText * TrimPrecedingAndTrailing(FText *result, FText *InText)
FText(FString InSourceString)
TSharedPtr< FTextHistory > History
static FText * FromString(FText *result, FString String)
TSharedPtr< FString > DisplayString
FText(FString InSourceString, FString InNamespace, FString InKey, int InFlags)
static FText * Format(FText *result, FText *Fmt, FText *v1)
static FText * Format(FText *result, FText *Fmt, FText *v1, FText *v2, FText *v3)
FString & AllianceNameField()
TArray< unsigned int > & MembersTribeIDField()
bool operator==(FTribeAlliance *Other)
TArray< unsigned int > & AdminsTribeIDField()
unsigned int & AllianceIDField()
FString * GetDescriptiveString(FString *result)
static UScriptStruct * StaticStruct()
TArray< FString > & MembersTribeNameField()
bool IsTribeAlliedWith(unsigned int OtherTribeID)
bool HasTribeWarRequest(int TribeID, UWorld *ForWorld)
long double GetSecondsSinceLastNameChange(UObject *WorldContextObject)
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & MembersPlayerDataIDSet_ServerField()
int GetTribeRankGroupIndexForPlayer(unsigned int PlayerDataID)
int & ClaimFlagPaintingRevisionField()
TArray< unsigned int > & MembersPlayerDataIDField()
TArray< FTribeEntity > & TribeEntitiesField()
TArray< FPrimalPlayerCharacterConfigStruct > & MembersConfigsField()
TArray< FString > & TribeLogField()
bool GetTribeRankGroupForPlayer(unsigned int PlayerDataID, FTribeRankGroup *outRankGroup)
int & ClaimFlagPaintingIdField()
TArray< FString > & MembersPlayerNameField()
int GetBestRankGroupForRank(int Rank)
void MarkTribeNameChanged(UObject *WorldContextObject)
bool IsTribeWarActive(int TribeID, UWorld *ForWorld, bool bIncludeUnstarted)
bool & bSetGovernmentField()
unsigned int & OwnerPlayerDataIDField()
TArray< FTribeWar > & TribeWarsField()
TArray< unsigned char > & MembersRankGroupsField()
TArray< FTribeRankGroup > & TribeRankGroupsField()
void RefreshTribeWars(UWorld *ForWorld)
static UScriptStruct * StaticStruct()
bool & bMembersLoadedField()
TArray< unsigned int > & TribeAdminsField()
FTribeData * operator=(FTribeData *__that)
FTribeAlliance * FindTribeAlliance(unsigned int AllianceID)
TArray< FTribeAlliance > & TribeAlliancesField()
TArray< unsigned int > & MembersLastOnlineAtField()
FString * GetTribeNameWithRankGroup(FString *result, unsigned int PlayerDataID)
TArray< short > & ClaimFlagStructureColorsField()
FString & NotificationTopicIdentifierField()
int GetDefaultRankGroupIndex()
FString & TribeNameField()
FString * GetRankNameForPlayerID(FString *result, unsigned int PlayerDataID)
FTribeGovernment & TribeGovernmentField()
long double & LastNameChangeTimeField()
int & TribeGovern_PINCodeField()
int & TribeGovern_DinoUnclaimAdminOnlyField()
int & TribeGovern_StructureOwnershipField()
int & TribeGovern_DinoTamingField()
static UScriptStruct * StaticStruct()
int & TribeGovern_DinoOwnershipField()
bool operator==(FTribeRankGroup *Other)
FString & RankGroupNameField()
FTribeRankGroup * operator=(FTribeRankGroup *__that)
char & RankGroupRankField()
char & PetOrderRankField()
char & PetRidingRankField()
char & InviteToGroupRankField()
char & NumInvitesRemainingField()
char & NewStructureInventoryRankField()
char & MaxBanishmentGroupRankField()
char & NewStructureActivationRankField()
static UScriptStruct * StaticStruct()
char & StructureActivationRankField()
char & MaxPromotionGroupRankField()
char & MaxDemotionGroupRankField()
char & InventoryRankField()
bool CanBeRejected(UWorld *ForWorld)
bool operator==(FTribeWar *Other)
FString * GetWarTimeString(FString *result, int DayNumber, float DayTime)
bool IsValidWar(UWorld *ForWorld)
int & EnemyTribeIDField()
bool & bIsApprovedField()
float & EndDayTimeField()
static UScriptStruct * StaticStruct()
bool HasWarStarted(UWorld *ForWorld)
float & StartDayTimeField()
bool IsTribeWarOn(UWorld *ForWorld)
FString & EnemyTribeNameField()
int & EndDayNumberField()
bool IsCurrentlyActive(UWorld *ForWorld)
int & InitiatingTribeIDField()
int & StartDayNumberField()
FORCEINLINE const uint32 & operator[](int32 ComponentIndex) const
FORCEINLINE bool operator==(const FUintVector4 &Other) const
FORCEINLINE bool operator!=(const FUintVector4 &Other) const
FORCEINLINE FUintVector4(uint32 InX, uint32 InY, uint32 InZ, uint32 InW)
FORCEINLINE FUintVector4(EForceInit)
FORCEINLINE FUintVector4(uint32 InValue)
FORCEINLINE FUintVector4()
FORCEINLINE uint32 & operator[](int32 ComponentIndex)
FString * ToString(FString *result)
static UScriptStruct * StaticStruct()
bool operator==(FUniqueNetIdRepl *Other)
TSharedPtr< FUniqueNetId > UniqueNetId
FUniqueNetIdRepl * operator=(FUniqueNetIdRepl *Other)
bool ExportTextItem(FString *ValueStr, FUniqueNetIdRepl *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
void SetUniqueNetId(TSharedPtr< FUniqueNetId, 0 > *InUniqueNetId)
unsigned __int64 UniqueNetId
FString * ToString(FString *result)
FString * ToDebugString(FString *result)
FUniqueNetIdUInt64(uint64 InUniqueNetId)
FUniqueNetIdUInt64(FString *Str)
unsigned __int64 & UniqueNetIdField()
FString * ToDebugString(FString *result)
FUniqueNetIdUInt64(FUniqueNetId *InUniqueNetId)
FString * ToString(FString *result)
FUniqueNetIdUInt64(FUniqueNetIdUInt64 *Src)
float LimitExistingModifierDescriptionToMaxAmount
unsigned __int32 bAddOverTimeSpeedInSeconds
unsigned __int32 bAddOverTime
unsigned __int32 bPercentOfMaxStatusValue
unsigned __int32 bResetExistingModifierDescriptionIndex
unsigned __int32 bDontRequireLessThanMaxToUse
unsigned __int32 bConsumeDurability
float PercentAbsoluteMinValue
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StopAtValueNearMax
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatusValueType
unsigned __int32 bMoveTowardsEquilibrium
unsigned __int32 bAddTowardsEquilibrium
int StatusValueModifierDescriptionIndex
unsigned __int32 bSetAdditionalValue
TSubclassOf< UDamageType > ScaleValueByCharacterDamageType
unsigned __int32 bUseItemQuality
unsigned __int32 bPercentOfCurrentStatusValue
float ItemQualityAddValueMultiplier
unsigned __int32 bLimitToMaxValue
float PercentAbsoluteMaxValue
unsigned __int32 bForceUseStatOnDinos
unsigned __int32 bContinueOnUnchangedValue
unsigned __int32 bSetValue
FVector2D RoundToVector() const
FIntPoint IntPoint() const
FVector2D GetRotated(float AngleDeg) const
bool IsNearlyZero(float Tolerance=KINDA_SMALL_NUMBER) const
static const FVector2D UnitVector
static FORCEINLINE float DistSquared(const FVector2D &V1, const FVector2D &V2)
float Component(int32 Index) const
FORCEINLINE float operator|(const FVector2D &V) const
FORCEINLINE FVector2D operator-(const FVector2D &V) const
static FORCEINLINE float CrossProduct(const FVector2D &A, const FVector2D &B)
static FORCEINLINE float DotProduct(const FVector2D &A, const FVector2D &B)
FORCEINLINE FVector2D operator+=(const FVector2D &V)
bool operator>=(const FVector2D &Other) const
FORCEINLINE FVector2D operator-(float A) const
FVector2D operator/=(float V)
static const FVector2D ZeroVector
bool operator!=(const FVector2D &V) const
float operator[](int32 Index) const
FORCEINLINE FVector2D operator*(float Scale) const
FVector2D operator/=(const FVector2D &V)
FORCEINLINE FVector2D(FIntPoint InPos)
float & operator[](int32 Index)
bool Equals(const FVector2D &V, float Tolerance=KINDA_SMALL_NUMBER) const
FORCEINLINE FVector2D operator+(const FVector2D &V) const
FORCEINLINE FVector2D GetSignVector() const
FORCEINLINE FVector2D operator+(float A) const
FORCEINLINE FVector2D(EForceInit)
bool operator<(const FVector2D &Other) const
FORCEINLINE FVector2D GetAbs() const
FORCEINLINE FVector2D operator-() const
FORCEINLINE float operator^(const FVector2D &V) const
void Set(float InX, float InY)
float & Component(int32 Index)
FVector2D operator/(float Scale) const
void ToDirectionAndLength(FVector2D &OutDir, float &OutLength) const
FORCEINLINE bool ContainsNaN() const
FORCEINLINE FVector2D operator*=(float Scale)
FORCEINLINE FVector2D operator-=(const FVector2D &V)
FVector2D ClampAxes(float MinAxisVal, float MaxAxisVal) const
FVector2D operator/(const FVector2D &V) const
FVector2D GetSafeNormal(float Tolerance=SMALL_NUMBER) const
bool operator<=(const FVector2D &Other) const
FORCEINLINE FVector2D(float InX, float InY)
void Normalize(float Tolerance=SMALL_NUMBER)
float SizeSquared() const
FVector2D operator*=(const FVector2D &V)
bool operator==(const FVector2D &V) const
static FORCEINLINE float Distance(const FVector2D &V1, const FVector2D &V2)
bool operator>(const FVector2D &Other) const
FORCEINLINE FVector2D operator*(const FVector2D &V) const
FORCEINLINE FVector_NetQuantize100()
FORCEINLINE FVector_NetQuantize100(EForceInit E)
FORCEINLINE FVector_NetQuantize100(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantize100(const FVector &InVec)
FORCEINLINE FVector_NetQuantize10(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantize10(const FVector &InVec)
FORCEINLINE FVector_NetQuantize10(EForceInit E)
FORCEINLINE FVector_NetQuantize10()
FORCEINLINE FVector_NetQuantize(EForceInit E)
FORCEINLINE FVector_NetQuantize(const FVector &InVec)
FORCEINLINE FVector_NetQuantize(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantize()
FORCEINLINE FVector_NetQuantizeNormal(EForceInit E)
FORCEINLINE FVector_NetQuantizeNormal(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantizeNormal()
FORCEINLINE FVector_NetQuantizeNormal(const FVector &InVec)
FORCEINLINE FVector operator+(float Bias) const
FORCEINLINE FVector operator*=(float Scale)
bool operator!=(const FVector &V) const
static float Triple(const FVector &X, const FVector &Y, const FVector &Z)
static bool Orthogonal(const FVector &Normal1, const FVector &Normal2, float OrthogonalCosineThreshold=THRESH_NORMALS_ARE_ORTHOGONAL)
static bool Parallel(const FVector &Normal1, const FVector &Normal2, float ParallelCosineThreshold=THRESH_NORMALS_ARE_PARALLEL)
FORCEINLINE FVector operator-(const FVector &V) const
FORCEINLINE FVector operator-=(const FVector &V)
FVector GetSafeNormal(float Tolerance=SMALL_NUMBER) const
static FVector VectorPlaneProject(const FVector &V, const FVector &PlaneNormal)
FVector operator/=(const FVector &V)
static bool PointsAreSame(const FVector &P, const FVector &Q)
FORCEINLINE FVector(float InF)
FORCEINLINE FVector operator+=(const FVector &V)
FORCEINLINE FVector operator-() const
FORCEINLINE FVector operator^(const FVector &V) const
bool IsUniform(float Tolerance=KINDA_SMALL_NUMBER) const
FORCEINLINE FVector operator-(float Bias) const
FRotator ToOrientationRotator() const
FVector(const FLinearColor &InColor)
FVector MirrorByVector(const FVector &MirrorNormal) const
FVector Reciprocal() const
static FORCEINLINE float DistSquaredXY(const FVector &V1, const FVector &V2)
static bool PointsAreNear(const FVector &Point1, const FVector &Point2, float Dist)
bool InitFromString(const FString &InSourceString)
static FORCEINLINE float DotProduct(const FVector &A, const FVector &B)
FVector ComponentMax(const FVector &Other) const
void ToDirectionAndLength(FVector &OutDir, float &OutLength) const
FORCEINLINE float operator|(const FVector &V) const
FRotator Rotation() const
FORCEINLINE FVector GetUnsafeNormal() const
FVector GetClampedToMaxSize(float MaxSize) const
FORCEINLINE FVector operator*(const FVector &V) const
void FindBestAxisVectors(FVector &Axis1, FVector &Axis2) const
FVector(FIntVector InVector)
static const FVector ZeroVector
float SizeSquared2D() const
FVector GetSafeNormal2D(float Tolerance=SMALL_NUMBER) const
float & Component(int32 Index)
static FORCEINLINE float BoxPushOut(const FVector &Normal, const FVector &Size)
FVector operator/(float Scale) const
static FVector RadiansToDegrees(const FVector &RadVector)
FVector2D UnitCartesianToSpherical() const
static float PointPlaneDist(const FVector &Point, const FVector &PlaneBase, const FVector &PlaneNormal)
FVector BoundToCube(float Radius) const
static FORCEINLINE float DistSquared(const FVector &V1, const FVector &V2)
FORCEINLINE FVector GetSignVector() const
FORCEINLINE FVector operator/(const FVector &V) const
static FORCEINLINE float Dist2D(const FVector &V1, const FVector &V2)
FVector ComponentMin(const FVector &Other) const
float & operator[](int32 Index)
static FORCEINLINE float Dist(const FVector &V1, const FVector &V2)
FVector GridSnap(const float &GridSz) const
static bool Coincident(const FVector &Normal1, const FVector &Normal2, float ParallelCosineThreshold=THRESH_NORMALS_ARE_PARALLEL)
FVector Projection() const
static bool Coplanar(const FVector &Base1, const FVector &Normal1, const FVector &Base2, const FVector &Normal2, float ParallelCosineThreshold=THRESH_NORMALS_ARE_PARALLEL)
FORCEINLINE FVector ProjectOnTo(const FVector &A) const
static FVector PointPlaneProject(const FVector &Point, const FVector &PlaneBase, const FVector &PlaneNormal)
bool IsNormalized() const
FORCEINLINE FVector ProjectOnToNormal(const FVector &Normal) const
static FVector PointPlaneProject(const FVector &Point, const FVector &A, const FVector &B, const FVector &C)
bool Equals(const FVector &V, float Tolerance=KINDA_SMALL_NUMBER) const
FQuat ToOrientationQuat() const
bool operator==(const FVector &V) const
FVector GetClampedToSize2D(float Min, float Max) const
float SizeSquared() const
float operator[](int32 Index) const
FVector GetClampedToSize(float Min, float Max) const
static FORCEINLINE float DistSquared2D(const FVector &V1, const FVector &V2)
FVector operator/=(float V)
static FORCEINLINE FVector CrossProduct(const FVector &A, const FVector &B)
FVector operator*=(const FVector &V)
void Set(float InX, float InY, float InZ)
FORCEINLINE FVector operator+(const FVector &V) const
FORCEINLINE FVector operator*(float Scale) const
static FVector DegreesToRadians(const FVector &DegVector)
FORCEINLINE CONSTEXPR FVector(float InX, float InY, float InZ)
FORCEINLINE float CosineAngle2D(FVector B) const
bool AllComponentsEqual(float Tolerance=KINDA_SMALL_NUMBER) const
FVector GetClampedToMaxSize2D(float MaxSize) const
static FORCEINLINE float DistXY(const FVector &V1, const FVector &V2)
static void CreateOrthonormalBasis(FVector &XAxis, FVector &YAxis, FVector &ZAxis)
FORCEINLINE bool IsUnit(float LengthSquaredTolerance=KINDA_SMALL_NUMBER) const
FVector RotateAngleAxis(const float AngleDeg, const FVector &Axis) const
float HeadingAngle() const
static float EvaluateBezier(const FVector *ControlPoints, int32 NumPoints, TArray< FVector > &OutPoints)
float Component(int32 Index) const
FORCEINLINE FVector(const FVector2D V, float InZ)
bool IsNearlyZero(float Tolerance=KINDA_SMALL_NUMBER) const
FORCEINLINE FVector(EForceInit)
static FORCEINLINE float Distance(const FVector &V1, const FVector &V2)
bool Normalize(float Tolerance=SMALL_NUMBER)
virtual ~FVirtualDestructor()
void operator=(UObject const *__that)
TArray< float, FDefaultAllocator > Weights
TArray< UObject *, FDefaultAllocator > AssociatedObjects
static UObject * StaticConstructObject(UClass *InClass, UObject *InOuter, FName InName, EObjectFlags InFlags, UObject *InTemplate, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph *InInstanceGraph)
static void GetPrivateStaticClassBody(const wchar_t *PackageName, const wchar_t *Name, T **ReturnClass, void(__cdecl *RegisterNativeFunc)())
static UObject * StaticLoadObject(UClass *ObjectClass, UObject *InOuter, const wchar_t *InName, const wchar_t *Filename, unsigned int LoadFlags, DWORD64 Sandbox, bool bAllowObjectReconciliation)
static DataValue< UEngine * > GEngine()
static DataValue< FUObjectArray > GUObjectArray()
static bool HasClassCastFlags(UObject *object, ClassCastFlags flags)
static bool HasClassCastFlags(UClass *_class, ClassCastFlags flags)
static void GetObjectsOfClass(UClass *ClassToLookFor, TArray< UObject *, FDefaultAllocator > *Results, bool bIncludeDerivedClasses, EObjectFlags ExclusionFlags)
static bool IsLinebreak(CharType c)
static bool IsLinebreak(CharType c)
UShooterCheatManager * CheatManagerField()
void Tick(long double WorldTime, UWorld *InWorld)
TArray< signed char > & DataBufferField()
unsigned int & CurrentPacketSizeField()
bool & IsAuthenticatedField()
void ProcessRCONPacket(RCONPacket *Packet, UWorld *InWorld)
FString & ServerPasswordField()
void SendMessageW(int Id, int Type, FString *OutGoingMessage)
long double & LastSendKeepAliveTimeField()
long double & LastReceiveTimeField()
FORCEINLINE void operator()(Type *Object) const
FORCEINLINE FRawPtrProxy(ObjectType *InObject, Deleter &&InDeleter)
FORCEINLINE FRawPtrProxy(ObjectType *InObject)
FReferenceControllerBase * ReferenceController
static FORCEINLINE const int32 GetSharedReferenceCount(const FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE void ReleaseSharedReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static void ReleaseWeakReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static bool ConditionallyAddSharedReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE void AddWeakReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE void AddSharedReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE const int32 GetSharedReferenceCount(const FReferenceControllerBase *ReferenceController)
static void ReleaseWeakReference(FReferenceControllerBase *ReferenceController)
static FORCEINLINE void AddWeakReference(FReferenceControllerBase *ReferenceController)
static FORCEINLINE void ReleaseSharedReference(FReferenceControllerBase *ReferenceController)
static FORCEINLINE void AddSharedReference(FReferenceControllerBase *ReferenceController)
static bool ConditionallyAddSharedReference(FReferenceControllerBase *ReferenceController)
TArrayRange(T *InPtr, int32 InSize)
static FORCEINLINE CharType * Strcpy(CharType *Dest, SIZE_T DestCount, const CharType *Src)
static FORCEINLINE bool IsPureAnsi(const CharType *Str)
static FORCEINLINE uint64 Strtoui64(const CharType *Start, CharType **End, int32 Base)
static const CharType * Strfind(const CharType *Str, const CharType *Find)
static CharType * Strncat(CharType *Dest, const CharType *Src, int32 MaxLen)
static const CharType * Strifind(const CharType *Str, const CharType *Find)
static FORCEINLINE const CharType * Strchr(const CharType *String, CharType c)
static FORCEINLINE CharType * Strupr(CharType *Dest, SIZE_T DestCount)
static CharType * Stristr(CharType *Str, const CharType *Find)
static const CharType * Tab(int32 NumTabs)
static FORCEINLINE int32 GetVarArgs(CharType *Dest, SIZE_T DestSize, int32 Count, const CharType *&Fmt, va_list ArgPtr)
static FORCEINLINE int64 Strtoi64(const CharType *Start, CharType **End, int32 Base)
static FORCEINLINE CharType * Strstr(CharType *String, const CharType *Find)
static FORCEINLINE CharType * Strcat(CharType(&Dest)[DestCount], const CharType *Src)
static FORCEINLINE const CharType * Strstr(const CharType *String, const CharType *Find)
static FORCEINLINE double Atod(const CharType *String)
static FORCEINLINE const CharType * Strrstr(const CharType *String, const CharType *Find)
static FORCEINLINE int32 Stricmp(const CharType *String1, const CharType *String2)
static FORCEINLINE int32 Strnicmp(const CharType *String1, const CharType *String2, SIZE_T Count)
static FORCEINLINE float Atof(const CharType *String)
static FORCEINLINE int32 Strlen(const CharType *String)
static FORCEINLINE int32 Strspn(const CharType *String, const CharType *Mask)
static FORCEINLINE int32 Atoi(const CharType *String)
static FORCEINLINE CharType * Strtok(CharType *TokenString, const CharType *Delim, CharType **Context)
static FORCEINLINE bool ToBool(const CharType *String)
static FORCEINLINE CharType * Strchr(CharType *String, CharType c)
static FORCEINLINE CharType * Strcat(CharType *Dest, SIZE_T DestCount, const CharType *Src)
static FORCEINLINE CharType * Strncpy(CharType *Dest, const CharType *Src, int32 MaxLen)
static FORCEINLINE CharType * Strrstr(CharType *String, const CharType *Find)
static FORCEINLINE CharType * Strcpy(CharType(&Dest)[DestCount], const CharType *Src)
static FORCEINLINE int32 Strncmp(const CharType *String1, const CharType *String2, SIZE_T Count)
static FORCEINLINE CharType * Strupr(CharType(&Dest)[DestCount])
static FORCEINLINE int32 Strtoi(const CharType *Start, CharType **End, int32 Base)
static FORCEINLINE const CharType * Strrchr(const CharType *String, CharType c)
static bool IsNumeric(const CharType *Str)
static const CharType * Spc(int32 NumSpaces)
static const CharType * Stristr(const CharType *Str, const CharType *Find)
static const CharType * StrfindDelim(const CharType *Str, const CharType *Find, const CharType *Delim=LITERAL(CharType, " \t,"))
static FORCEINLINE CharType * Strrchr(CharType *String, CharType c)
static FORCEINLINE int32 Strcspn(const CharType *String, const CharType *Mask)
static FORCEINLINE int64 Atoi64(const CharType *String)
static FORCEINLINE int32 Strcmp(const CharType *String1, const CharType *String2)
static const int32 MAX_TABS
static const int32 MAX_SPACES
const ArrayType & ConstReference
const T *const ConstPointerType
const T *const ConstPointerType
const ArrayType & ConstReference
TCallTraitsParamTypeHelper< T, PassByValue >::ConstParamType ConstPointerType
TCallTraitsParamTypeHelper< T, PassByValue >::ParamType ParamType
static const CharType NextLine
static const CharType FormFeed
static const CharType VerticalTab
static const CharType CarriageReturn
static const CharType LineFeed
static const CharType LineSeparator
static const CharType NextLine
static const CharType FormFeed
static const CharType CarriageReturn
static const CharType ParagraphSeparator
static const CharType VerticalTab
static const CharType LineFeed
static bool IsOctDigit(CharType Char)
static CharType ToLower(CharType Char)
static bool IsIdentifier(CharType Char)
static bool IsUnderscore(CharType Char)
static bool IsDigit(CharType Char)
static bool IsAlnum(CharType Char)
static bool IsWhitespace(CharType Char)
static bool IsPrint(CharType Char)
static bool IsLower(CharType Char)
static bool IsGraph(CharType Char)
static CharType ToUpper(CharType Char)
static int32 ConvertCharDigitToInt(CharType Char)
static bool IsHexDigit(CharType Char)
static bool IsUpper(CharType Char)
static bool IsPunct(CharType Char)
static bool IsAlpha(CharType Char)
static bool IsLinebreak(CharType Char)
FORCEINLINE friend bool operator!=(const TCheckedPointerIterator &Lhs, const TCheckedPointerIterator &Rhs)
TCheckedPointerIterator(const int32 &InNum, ElementType *InPtr)
FORCEINLINE TCheckedPointerIterator & operator++()
FORCEINLINE ElementType & operator*() const
FORCEINLINE TCheckedPointerIterator & operator--()
UE4Decay_Private::TDecayNonReference< typenameTRemoveReference< T >::Type >::Type Type
TTypeTraits< KeyType >::ConstPointerType KeyInitType
static FORCEINLINE KeyInitType GetSetKey(ElementInitType Element)
static FORCEINLINE bool Matches(KeyInitType A, KeyInitType B)
const TPairInitializer< typename TTypeTraits< KeyType >::ConstInitType, typename TTypeTraits< ValueType >::ConstInitType > & ElementInitType
static FORCEINLINE uint32 GetKeyHash(KeyInitType Key)
TDereferenceWrapper(const PREDICATE_CLASS &InPredicate)
const PREDICATE_CLASS & Predicate
FORCEINLINE bool operator()(T *A, T *B) const
TDereferenceWrapper(const PREDICATE_CLASS &InPredicate)
const PREDICATE_CLASS & Predicate
FORCEINLINE bool operator()(T &A, T &B)
FORCEINLINE bool operator()(const T &A, const T &B) const
FORCEINLINE TDereferencingIterator & operator++()
FORCEINLINE ElementType & operator*() const
FORCEINLINE friend bool operator!=(const TDereferencingIterator &Lhs, const TDereferencingIterator &Rhs)
TDereferencingIterator(IteratorType InIter)
FORCEINLINE const Type & operator*() const
TGuardValue(Type &ReferenceValue, const Type &NewValue)
FORCEINLINE bool operator()(const TKeyValuePair &A, const TKeyValuePair &B) const
bool operator!=(const TKeyValuePair &Other) const
TKeyValuePair(const KeyType &InKey, const ValueType &InValue)
bool operator==(const TKeyValuePair &Other) const
TKeyValuePair(const KeyType &InKey)
bool operator<(const TKeyValuePair &Other) const
FORCEINLINE bool operator()(const T &A, const T &B) const
FORCEINLINE bool operator()(const T &A, const T &B) const
static const WIDECHAR * Select(const ANSICHAR *, const WIDECHAR *wide)
static const WIDECHAR Select(const ANSICHAR, const WIDECHAR wide)
static const ANSICHAR Select(const ANSICHAR ansi, const WIDECHAR)
static const ANSICHAR * Select(const ANSICHAR *ansi, const WIDECHAR *)
TIntegerSequence< T, Values... > Type
TMakeIntegerSequenceImpl< T,(ToAdd-1==(T) 0), ToAdd-1, Values..., sizeof...(Values)>::Type Type
static FORCEINLINE TCHAR const * GetName()
TScopeCounter(Type &ReferenceValue)
TSubclassOf(UClass *uClass)
FORCEINLINE ObjectType * operator->() const
FORCEINLINE ObjectType & operator*() const
TTuple(ArgTypes &&... Args)
TTuple(const TTuple &)=default
UE4Tuple_Private::TTupleImpl< TMakeIntegerSequence< uint32, sizeof...(Types)>, Types... > Super
TTuple & operator=(TTuple &&)=default
TTuple(TTuple &&)=default
TTuple & operator=(const TTuple &)=default
static void FromString(T &Value, const TCHAR *Buffer)
static FString ToSanitizedString(const T &Value)
static FString ToString(const T &Value)
TCallTraits< T >::ParamType ConstInitType
TCallTraits< T >::ConstPointerType ConstPointerType
FORCEINLINE T & operator*()
TWeakObjectPtr(int index, int serialnumber)
T * Get(bool bEvenIfPendingKill=false)
FORCEINLINE bool operator==(const TWeakObjectPtr< T > &__that) const
FORCEINLINE operator bool()
FORCEINLINE operator T*()
FORCEINLINE T * operator->()
bool ComponentHasTag(FName Tag)
void SetActive(bool bNewActive, bool bReset)
void RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
BitFieldValue< bool, unsigned __int32 > bHasBeenCreated()
BitFieldValue< bool, unsigned __int32 > bAutoActivate()
bool NeedsLoadForClient()
BitFieldValue< bool, unsigned __int32 > bRegistered()
void InitializeComponent()
void SendRenderDynamicData_Concurrent()
void OnComponentCreated()
void RegisterComponentWithWorld(UWorld *InWorld)
BitFieldValue< bool, unsigned __int32 > bRenderStateDirty()
BitFieldValue< bool, unsigned __int32 > bRenderDynamicDataDirty()
FString * GetReadableName(FString *result)
void ExecuteUnregisterEvents()
void RecreatePhysicsState(bool bRestoreBoneTransforms)
void ReregisterComponent()
BitFieldValue< bool, unsigned __int32 > bPhysicsStateCreated()
void UninitializeComponent()
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer()
bool IsComponentTickEnabled()
BitFieldValue< bool, unsigned __int32 > bAllowConcurrentTick()
BitFieldValue< bool, unsigned __int32 > bNeverNeedsRenderUpdate()
void DoDeferredRenderUpdates_Concurrent()
bool NeedsLoadForServer()
void FailedToRegisterWithWorld(UObject *Object)
void MarkForNeededEndOfFrameRecreate()
BitFieldValue< bool, unsigned __int32 > bHasCachedOwner()
bool IsNameStableForNetworking()
BitFieldValue< bool, unsigned __int32 > bRenderTransformDirty()
BitFieldValue< bool, unsigned __int32 > bWantsInitializeComponent()
void ExecuteRegisterEvents()
void MarkRenderDynamicDataDirty()
void AddTickPrerequisiteActor(AActor *PrerequisiteActor)
BitFieldValue< bool, unsigned __int32 > bAutoRegister()
bool IsSupportedForNetworking()
ULevel * GetComponentLevel()
void AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
void CreateRenderState_Concurrent()
bool AllowRegisterWithWorld(UWorld *InWorld)
BitFieldValue< bool, unsigned __int32 > bNetAddressable()
void RecreateRenderState_Concurrent()
BitFieldValue< bool, unsigned __int32 > bIsActive()
void BPTickComponent(float DeltaTime)
void UnregisterComponent()
TArray< FName > & ComponentTagsField()
BitFieldValue< bool, unsigned __int32 > bReplicates()
void RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)
BitFieldValue< bool, unsigned __int32 > bHasBeenInitialized()
void CreatePhysicsState()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void SetComponentTickEnabled(bool bEnabled)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bAlwaysReplicatePropertyConditional()
void SendRenderTransform_Concurrent()
void MarkRenderTransformDirty()
void PostInitProperties()
void MarkForNeededEndOfFrameUpdate()
BitFieldValue< bool, unsigned __int32 > bStasisPreventUnregister()
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
void PostRename(UObject *OldOuter, FName OldName)
AActor * CachedOwnerField()
void OnComponentDestroyed()
void DestroyPhysicsState()
bool AlwaysReplicatePropertyConditional(UProperty *forProperty)
void SetIsReplicated(bool ShouldReplicate)
BitFieldValue< bool, unsigned __int32 > bCreatedByConstructionScript()
void DestroyRenderState_Concurrent()
void SetComponentTickEnabledAsync(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bTickInEditor()
BitFieldValue< bool, unsigned __int32 > bRenderStateCreated()
void Activate(bool bReset)
void MarkRenderStateDirty()
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
void GenerateDeterministicGuid()
FGuid & BlueprintGuidField()
TSubclassOf< UObject > & GeneratedClassField()
bool & bLegacyGeneratedClassIsAuthoritativeField()
TSubclassOf< UObject > & SkeletonGeneratedClassField()
bool & bLegacyNeedToPurgeSkelRefsField()
TArray< UActorComponent * > ComponentTemplatesField()
UObject * PRIVATE_InnermostPreviousCDOField()
void TagSubobjects(EObjectFlags NewFlags)
bool NeedsLoadForServer()
bool NeedsLoadForClient()
FString * GetDesc(FString *result)
TSubclassOf< UObject > & ParentClassField()
TEnumAsByte< enum EBlueprintType > & BlueprintTypeField()
int & BlueprintSystemVersionField()
static void * operator new(const unsigned __int64 InSize, UObject *InOuter, FName InName, EObjectFlags InSetFlags)
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
FString * GetCPPType(FString *result, FString *ExtendedTypeText, unsigned int CPPExportFlags)
bool Identical(const void *A, const void *B, unsigned int PortFlags)
void ClearValueInternal(void *Data)
void CopyValuesInternal(void *Dest, const void *Src, int Count)
void SetBoolSize(const unsigned int InSize, const bool bIsNativeBool, const unsigned int InBitMask)
FString * GetCPPMacroType(FString *result, FString *ExtendedTypeText)
bool CanStepUp(FHitResult *Hit)
float & AvoidanceWeightField()
BitFieldValue< bool, unsigned __int32 > bMaintainHorizontalGroundVelocity()
BitFieldValue< bool, unsigned __int32 > bReplicateRelativeToAttachedParent()
BitFieldValue< bool, unsigned __int32 > bCanWalkOffLedgesWhenCrouching()
float & DinoClientPositionErrorToleranceStoppedField()
BitFieldValue< bool, unsigned __int32 > bPerformingJumpOff()
void ServerMoveOnlyRotation_Implementation(float TimeStamp, char ClientRoll, unsigned int View)
long double & LastSkippedMoveTimeField()
FVector & PendingForceToApplyField()
bool & bHackTestDisableRotationCodeField()
bool ShouldComputePerchResult(FHitResult *InHit, bool bCheckRadius)
void ServerMoveOnlyRotationWWH(float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
FVector & LastCheckedFloorAtRelativeLocField()
BitFieldValue< bool, unsigned __int32 > bNetworkUpdateReceived()
bool ShouldTreadWater(FVector *InputVector)
BitFieldValue< bool, unsigned __int32 > bCheatFlying()
float & CurrentLedgeSlipPushVelocityField()
float & JumpOutOfWaterPitchField()
bool PhysWalkingAsync(float deltaTime, int Iterations)
BitFieldValue< bool, unsigned __int32 > bForceMaxAccel()
void PhysCustom(float deltaTime, int Iterations)
void AdjustProxyCapsuleSize()
BitFieldValue< bool, unsigned __int32 > bMovementInProgress()
void Prone(bool bClientSimulation)
bool & bHACKTickedField()
BitFieldValue< bool, unsigned __int32 > bUseRVOPostProcess()
bool & bScalePushForceToVelocityField()
float & AirControlField()
BitFieldValue< bool, unsigned __int32 > bEnableScopedMovementUpdates()
ACharacter * GetCharacterOwner()
BitFieldValue< bool, unsigned __int32 > bForceNextFloorCheck()
float & RotationBrakingField()
bool ResolvePenetrationImpl(FVector *Adjustment, FHitResult *Hit, FQuat *NewRotation)
void ServerMoveDualWWH_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode, float ClientMoveWaveHeight)
float ImmersionDepth(bool bUseLineTrace)
long double & ForceBigPushingTimeField()
FRotator * ComputeOrientToMovementRotation(FRotator *result, FRotator *CurrentRotation, float DeltaTime, FRotator *DeltaRotation)
bool & bPushForceScaledToMassField()
float & AirControlBoostVelocityThresholdField()
BitFieldValue< bool, unsigned __int32 > bOnlyForwardsInputAcceleration()
BitFieldValue< bool, unsigned __int32 > bPreventAddingImpulse()
void SimulatedTick(float DeltaSeconds)
void ClientAdjustPosition_Implementation(float TimeStamp, FVector NewLocation, FVector NewVelocity, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
int & MaxSimulationIterationsField()
BitFieldValue< bool, unsigned __int32 > bAccelerationFollowsRotation()
void ServerMoveDualOnlyRotationWWH_Implementation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
void UpdateFromCompressedFlags(char Flags)
void StopDodging(bool bClientSimulation, bool bForce)
float & PerchAdditionalHeightField()
void ClientVeryShortAdjustPosition_Implementation(float TimeStamp, FVector NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
void ProcessLanded(FHitResult *Hit, float remainingTime, int Iterations)
void ForcePositionUpdate(float DeltaTime)
ACharacter * CharacterOwnerField()
float & AccelerationFollowsRotationMinDotField()
BitFieldValue< bool, unsigned __int32 > bRequestedMoveWithMaxSpeed()
BitFieldValue< bool, unsigned __int32 > bPreventExitingWaterForceExtraOverlap()
void SaveBaseLocation(bool bForce)
float Swim(FVector Delta, FHitResult *Hit, bool *bClippedToWaterSurface, float *NewMoveWaveHeight)
BitFieldValue< bool, unsigned __int32 > bUseRotationAcceleration()
float & LastLostDeltaTimeField()
bool & bSlipOffLedgesField()
void AddImpulse(FVector Impulse, bool bVelocityChange, float MassScaleImpulseExponent, bool bOverrideMaxImpulseZ)
void PerformAirControlForPathFollowing(FVector Direction, float ZDiff)
void PhysWalking(float deltaTime, int Iterations)
UPrimitiveComponent * GetMovementBase()
float & LandedPreventRequestedMoveIntervalField()
void ServerMoveDualWithRotation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator InRotation0, FRotator InRotation)
void ApplyImpactPhysicsForces(FHitResult *Impact, FVector *ImpactAcceleration, FVector *ImpactVelocity)
void SetBase(UPrimitiveComponent *NewBase, FName BoneName, bool bNotifyActor)
FVector * GetFootLocation(FVector *result)
void ServerMoveDualWWH(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, float ClientMoveWaveHeight)
bool ProcessClientTimeStamp(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
float GetAnalogInputModifier()
UObject * GetUObjectInterfaceNetworkPredictionInterface()
void JumpOff(AActor *MovementBaseActor)
float & MaxCustomMovementSpeedField()
float & AvoidanceLockTimerField()
FVector * GetBestDirectionOffActor(FVector *result, AActor *BaseActor)
bool IsWalkable(FHitResult *Hit)
void PhysicsRotation(float DeltaTime)
void AddRadialForce(FVector *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
void ServerMoveOnlyRotation(float TimeStamp, char ClientRoll, unsigned int View)
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration)
FVector & PendingLaunchVelocityField()
BitFieldValue< bool, unsigned __int32 > bPreventEnteringWater()
BitFieldValue< bool, unsigned __int32 > bJustTeleported()
BitFieldValue< bool, unsigned __int32 > bPendingLaunchNoLowerVelocity()
float & AirControlBoostMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventSlidingWhileFalling()
BitFieldValue< bool, unsigned __int32 > bLastAllowSimulate()
float & SwimFloorTraceLengthField()
void Crouch(bool bClientSimulation)
BitFieldValue< bool, unsigned __int32 > bCheckFallingAITempIgnoreDinoRiderMesh()
BitFieldValue< bool, unsigned __int32 > bOnlyForwardsInputAccelerationWalking()
float ComputeAnalogInputModifier()
float & LedgeSlipPushVelocityField()
FVector & AccelerationField()
void StartSwimming(FVector OldLocation, FVector OldVelocity, float timeTick, float remainingTime, int Iterations)
float GetAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration)
FRotator & RotationRateField()
float & LedgeSlipCapsuleRadiusMultiplierField()
BitFieldValue< bool, unsigned __int32 > bWantsToDodge()
long double & DisableMovementPhysicsUntilTimeField()
float BoostAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration)
FVector * HandleSlopeBoosting(FVector *result, FVector *SlideResult, FVector *Delta, const float Time, FVector *Normal, FHitResult *Hit)
TEnumAsByte< enum EMovementMode > & DefaultLandMovementModeField()
void ClientAdjustPosition(float TimeStamp, FVector NewLoc, FVector NewVel, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
long double & CharacterInterpolationAndStopsUseHighPrecisionVelocityUntilTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowSimulatedTickDistanceSkip()
BitFieldValue< bool, unsigned __int32 > bRunPhysicsWithNoController()
float & GroundFrictionField()
float & TouchForceFactorField()
FVector * GetFallingLateralAcceleration(FVector *result, float DeltaTime)
float & LedgeSlipVelocityBuildUpMultiplierField()
float SlideAlongSurface(FVector *Delta, float Time, FVector *InNormal, FHitResult *Hit, bool bHandleImpact)
void ClientAckGoodMove(float TimeStamp)
void MaybeUpdateBasedMovement(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bAllowImpactDeflection()
float & GravityScaleField()
TArray< FTraceHandle > & PendingAsyncTracesField()
FVector * AdjustUpperHemisphereImpact(FVector *result, FVector *Delta, FHitResult *Hit)
void ReplicateMoveToServer(float DeltaTime, FVector *NewAcceleration)
void ResetPredictionData_Client()
float & PerchRadiusThresholdField()
FVector * FindWaterLine(FVector *result, FVector InWater, FVector OutofWater)
float & ProneHalfHeightField()
void ResetPredictionData_Server()
void TwoWallAdjust(FVector *Delta, FHitResult *Hit, FVector *OldHitNormal)
float K2_GetWalkableFloorZ()
FNetworkPredictionData_Server_Character * GetPredictionData_Server_Character()
float & MaxImpulseVelocityZField()
void NotifyBumpedPawn(APawn *BumpedPawn)
char & CustomMovementModeField()
FVector & PendingImpulseToApplyField()
float & MaxWalkSpeedField()
int & LastFrameDisabledFloorBasingField()
void CapsuleTouched(AActor *Other, UPrimitiveComponent *OtherComp, int OtherBodyIndex, bool bFromSweep, FHitResult *SweepResult)
bool ShouldJumpOutOfWater(FVector *JumpDir)
float & BackwardsMaxSpeedMultiplierField()
long double & LastSwimTimeField()
float & SimulatedTickSkipDistanceSQField()
void SetMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
BitFieldValue< bool, unsigned __int32 > bForceNextTickUpdate()
float GetValidPerchRadius()
float & AccelerationFollowsRotationStopDistanceField()
float & PushForceFactorField()
BitFieldValue< bool, unsigned __int32 > bForcePreventExitingWater()
void ServerMoveOldWithRotation_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation)
FRotator & CurrentRotationSpeedField()
void PerformMovement(float DeltaSeconds, float *NewMoveWaveHeight)
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
BitFieldValue< bool, unsigned __int32 > bDisableSimulatedMovement()
void StartNewPhysics(float deltaTime, int Iterations, float *NewMoveWaveHeight)
FVector * ComputeGroundMovementDelta(FVector *result, FVector *Delta, FHitResult *RampHit, const bool bHitFromLineTrace)
void SimulateMovement(float DeltaSeconds)
FNetworkPredictionData_Client_Character * GetPredictionData_Client_Character()
float & BrakingDecelerationSwimmingField()
void MoveAutonomous(float ClientTimeStamp, float DeltaTime, char CompressedFlags, FVector *NewAccel, float *ClientMoveWaveHeight)
void UpdateBasedMovement(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bPreventZeroPitchAndRollWhileFalling()
void ExecuteStoredMoves()
BitFieldValue< bool, unsigned __int32 > bFallingAITempIgnoreDinoRiderMesh()
void ApplyNetworkMovementMode(const char ReceivedMode)
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckFloor()
BitFieldValue< bool, unsigned __int32 > bUseCharacterInterpolationAndStops()
float & BrakingDecelerationWalkingField()
BitFieldValue< bool, unsigned __int32 > bForceAccelerationFollowsRotationInSwimming()
float & WalkableFloorAngleField()
BitFieldValue< bool, unsigned __int32 > bReduceBackwardsMovement()
BitFieldValue< bool, unsigned __int32 > bIgnoreBaseRotation()
float & FallingLateralFrictionField()
void MaintainHorizontalGroundVelocity()
void SetUpdatedComponent(UPrimitiveComponent *NewUpdatedComponent)
BitFieldValue< bool, unsigned __int32 > bNetworkMovementModeChanged()
bool VerifyClientTimeStamp(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
FVector & OldBaseLocationField()
void ServerMoveOld(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags)
float & SwimmingAccelZMultiplierField()
float GetMaxAcceleration()
float & AngleToStartRotationBrakingField()
bool IsWithinEdgeTolerance(FVector *CapsuleLocation, FVector *TestImpactPoint, const float CapsuleRadius)
void ServerMoveDual(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
BitFieldValue< bool, unsigned __int32 > bUseFlatBaseForFloorChecks()
BitFieldValue< bool, unsigned __int32 > bUseControllerDesiredRotation()
bool ShouldUseWaveLocking(bool bForceCheck)
void ClientVeryShortAdjustPosition(float TimeStamp, FVector NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
FVector & RequestedVelocityField()
long double & LastLandedTimeField()
void ServerMoveDual_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode)
bool ApplyRequestedMove(float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, FVector *OutAcceleration, float *OutRequestedSpeed)
FRotator * GetDeltaRotation(FRotator *result, float DeltaTime)
FNetworkPredictionData_Client * GetPredictionData_Client()
FVector * ComputeSlideVector(FVector *result, FVector *InDelta, const float Time, FVector *Normal, FHitResult *Hit)
void ServerMoveOldWithRotationWWH_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation, float ClientMoveWaveHeight)
void ServerMoveDualWithRotationWWH(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator InRotation0, FRotator InRotation, float ClientMoveWaveHeight)
float & InitialPushForceFactorField()
float GetPerchRadiusThreshold()
float LimitAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration, FHitResult *HitResult)
void PhysFlying(float deltaTime, int Iterations, float *NewMoveWaveHeight, float friction, float brakingDeceleration)
FVector & LastForcedNetVelocityField()
BitFieldValue< bool, unsigned __int32 > bPreventExitingWater()
float & MaxSimulationTimeStepField()
float & MaxImpulseVelocityMagnitudeField()
BitFieldValue< bool, unsigned __int32 > bRequireAccelerationForUseControllerDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bFindFloorOnce()
bool HasPredictionData_Server()
BitFieldValue< bool, unsigned __int32 > bCanWalkOffLedges()
bool HandlePendingLaunch()
void ServerMoveOldWithRotation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation)
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityZ()
BitFieldValue< bool, unsigned __int32 > bWantsToCrouch()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
long double & LastNonZeroAccelField()
float & StandingDownwardForceScaleField()
void ServerMoveWWH(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, float ClientMoveWaveHeight)
float & MaxTouchForceField()
BitFieldValue< bool, unsigned __int32 > bDeferUpdateMoveComponent()
float & WalkableFloorZField()
BitFieldValue< bool, unsigned __int32 > bForceDontAllowDesiredRotationWhenFalling()
TEnumAsByte< enum EMovementMode > & MovementModeField()
bool & bEnablePhysicsInteractionField()
float & BrakingDecelerationFallingField()
void ServerMoveOldWWH_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, float ClientMoveWaveHeight)
BitFieldValue< bool, unsigned __int32 > bPreventWaterSurfaceHopping()
bool DoJump(bool bReplayingMoves)
void AddRadialImpulse(FVector *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
BitFieldValue< bool, unsigned __int32 > bIgnoreRotationAccelerationWhenSwimming()
void ServerMoveDualWithRotationWWH_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode, FRotator InRotation0, FRotator InRotation, float ClientMoveWaveHeight)
float & TamedSwimmingAccelZMultiplierField()
void ApplyAccumulatedForces(float DeltaSeconds)
bool CanCrouchInCurrentState()
void ClientAdjustRootMotionPosition_Implementation(float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
void SendClientAdjustment()
void ServerMoveWWH_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, float ClientMoveWaveHeight)
BitFieldValue< bool, unsigned __int32 > bAssumeSymmetricalRotation()
float & LastClientWaveHeightField()
float & BackwardsMovementDotThresholdField()
float & MinTouchForceField()
float & PreventWaterHoppingPlaneOffsetField()
void ServerJumpOutOfWater(FVector_NetQuantize100 WallNormal, char JumpFlag)
static void StaticRegisterNativesUCharacterMovementComponent()
void ApplyRepulsionForce(float DeltaSeconds)
float & MinimumImpulseToApplyField()
BitFieldValue< bool, unsigned __int32 > bUseAsyncWalking()
long double & PreventWaterHopping_LastTimeAtSurfaceField()
bool PhysFlyingAsync(float deltaTime, int Iterations, float friction, float brakingDeceleration)
FVector & LastUpdateLocationField()
BitFieldValue< bool, unsigned __int32 > bCanSlide()
void MaybeSaveBaseLocation()
void ServerMoveDualWithRotation_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode, FRotator InRotation0, FRotator InRotation)
float & RepulsionForceField()
float & UpperImpactNormalScaleField()
FQuat & OldBaseQuatField()
void ServerMoveWithRotationWWH_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation, float ClientMoveWaveHeight)
void Launch(FVector *LaunchVel, bool bNoLowerVelocity)
TEnumAsByte< enum EMovementMode > & DefaultWaterMovementModeField()
void ServerMoveOldWWH(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, float ClientMoveWaveHeight)
bool FindAirControlImpact(float DeltaTime, float TickAirControl, FVector *FallAcceleration, FHitResult *OutHitResult)
void SetPostLandedPhysics(FHitResult *Hit)
void SetWalkableFloorAngle(float InWalkableFloorAngle)
void UpdateBasedRotation(FRotator *FinalRotation, FRotator *ReducedRotation)
void StartDodging(FVector *InDodgingVelocity, bool bClientSimulation)
float & PushForcePointZOffsetFactorField()
float & LostDeltaTimeField()
BitFieldValue< bool, unsigned __int32 > bForceBraking_DEPRECATED()
void ServerMoveWithRotation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation)
void SetDefaultMovementMode()
void CallMovementUpdateDelegate(float DeltaTime, FVector *OldLocation, FVector *OldVelocity)
float & AnalogInputModifierField()
float & DinoClientPositionErrorToleranceMovingFlyingField()
void PhysFalling(float deltaTime, int Iterations)
void ServerMoveHandleClientErrorForDinos(float TimeStamp, float DeltaTime, FVector *Accel, FVector *RelativeClientLoc, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator *InClientRot)
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityX()
BitFieldValue< bool, unsigned __int32 > bWantsToProne()
bool CheckWaterJump(FVector CheckPoint, FVector *WallNormal)
float & MaxOutOfWaterStepHeightField()
BitFieldValue< bool, unsigned __int32 > bZeroPitchWhenNoAcceleration()
float & MaxFlySpeedField()
FVector * ConstrainInputAcceleration(FVector *result, FVector *InputAcceleration)
BitFieldValue< bool, unsigned __int32 > bUseWeaponSpeedMultiplierByDirection()
void ServerJumpOutOfWater_Implementation(FVector_NetQuantize100 WallNormal, char JumpFlag)
void ServerMoveHandleClientError(float TimeStamp, float DeltaTime, FVector *Accel, FVector *RelativeClientLoc, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
FVector & MoveStartLocationField()
BitFieldValue< bool, unsigned __int32 > bPreventPhysicsModeChange()
BitFieldValue< bool, unsigned __int32 > bImpartBaseAngularVelocity()
bool & bWasSimulatingRootMotionField()
long double & LastDodgeStartedTimeField()
BitFieldValue< bool, unsigned __int32 > bNotifyApex()
float & WaveLockingMaxZOffsetField()
float & CrouchedHalfHeightField()
BitFieldValue< bool, unsigned __int32 > bHasRequestedVelocity()
bool CheckLedgeDirection(FVector *OldLocation, FVector *SideStep, FVector *GravDir)
BitFieldValue< bool, unsigned __int32 > bOrientRotationToMovement()
float & JumpOffJumpZFactorField()
FVector & WantsToDodgeVelocityField()
void ServerMove(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
FNetworkPredictionData_Server_Character * ServerPredictionDataField()
void PerformAirControl(FVector Direction, float ZDiff)
FNetworkPredictionData_Server * GetPredictionData_Server()
float & MaxSwimSpeedField()
void AddForce(FVector Force)
void UpdateFloorFromAdjustment()
float & MaxAccelerationField()
TArray< FStoredMoveData > & ClientMovedDataField()
void HandleImpact(FHitResult *Impact, float TimeSlice, FVector *MoveDelta)
BitFieldValue< bool, unsigned __int32 > bFastAttachedMove()
void ServerMoveDualOnlyRotation_Implementation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View)
bool CanStopPathFollowing()
void RequestDirectMove(FVector *MoveVelocity, bool bForceMaxSpeed)
void ServerMoveDualOnlyRotationWWH(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
void StopActiveMovement()
float K2_GetWalkableFloorAngle()
FVector * NewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
long double & LastStepUpTimeField()
UPrimitiveComponent * DeferredUpdatedMoveComponentField()
FNetworkPredictionData_Client_Character * ClientPredictionDataField()
float & MaxStepHeightField()
void ServerMoveDualOnlyRotation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View)
float GetNetworkSafeRandomAngleDegrees()
void ServerMoveOld_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags)
void StartFalling(int Iterations, float remainingTime, float timeTick, FVector *Delta, FVector *subLoc)
void ServerMoveWithRotationWWH(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation, float ClientMoveWaveHeight)
void SetWalkableFloorZ(float InWalkableFloorZ)
int & AvoidanceUIDField()
bool & bTouchForceScaledToMassField()
void PhysSwimming(float deltaTime, int Iterations, float *NewMoveWaveHeight)
FVector & AvoidanceLockVelocityField()
int & BadFloorPenetrationCountField()
float K2_GetModifiedMaxAcceleration()
void ForceReplicationUpdate()
FString * GetMovementName(FString *result)
bool ClientUpdatePositionAfterServerUpdate()
void ServerMove_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
float & OutofWaterZField()
float & RotationAccelerationField()
bool IsValidLandingSpot(FVector *CapsuleLocation, FHitResult *Hit)
float & LedgeCheckThresholdField()
float & JumpZVelocityField()
float & MaxWalkSpeedProneField()
FVector * GetImpartedMovementBaseVelocity(FVector *result)
void UnProne(bool bClientSimulation, bool bForce)
void ClientAckGoodMove_Implementation(float TimeStamp)
BitFieldValue< bool, unsigned __int32 > bCrouchMaintainsBaseLocation()
float & LandedPreventRequestedMoveMinVelocityMagnitudeField()
BitFieldValue< bool, unsigned __int32 > bRequestedMoveUseAcceleration()
float & MinTimeBetweenTimeStampResetsField()
BitFieldValue< bool, unsigned __int32 > bShrinkProxyCapsule()
void ApplyVelocityBraking(float DeltaTime, float Friction, float BrakingDeceleration)
void UnCrouch(bool bClientSimulation, bool bForce)
bool ShouldCheckForValidLandingSpot(float DeltaTime, FVector *Delta, FHitResult *Hit)
void OnMovementModeChanged(EMovementMode PreviousMovementMode, char PreviousCustomMode)
void ServerMoveOnlyRotationWWH_Implementation(float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
BitFieldValue< bool, unsigned __int32 > bDeferUpdateBasedMovement()
float GetModifiedMaxAcceleration()
float & MaxWalkSpeedCrouchedField()
void ServerMoveWithRotation_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation)
void ReadjustClientPositionToCurrent(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
BitFieldValue< bool, unsigned __int32 > bUseWaveLocking()
BitFieldValue< bool, unsigned __int32 > bWasAvoidanceUpdated()
void ServerMoveOldWithRotationWWH(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation, float ClientMoveWaveHeight)
bool HasPredictionData_Client()
FVector * ScaleInputAcceleration(FVector *result, FVector *InputAcceleration)
BitFieldValue< bool, unsigned __int32 > bLastHasRequestedVelocity()
float & PlayerClientPositionErrorToleranceOverrideField()
float & BrakingDecelerationFlyingField()
FVector * GetCurrentAcceleration(FVector *result)
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityY()
void ViewActor(FName ActorName)
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleSweepPawn()
void ViewPlayer(FString *S)
float & DebugCapsuleRadiusField()
float & DebugTraceDrawNormalLengthField()
void DestroyAll(TSubclassOf< AActor > aClass)
void ServerToggleAILogging()
void TestCollisionDistance()
int & CurrentTracePawnIndexField()
void BugItWorker(FVector TheLocation, FRotator TheRotation)
void DebugCapsuleSweepSize(float HalfHeight, float Radius)
void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, FString *GoString, FString *LocString)
void DebugCapsuleSweepClear()
void DebugCapsuleSweepPawn()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void DebugCapsuleSweepCapture()
static void StaticRegisterNativesUCheatManager()
void Summon(FString *ClassName)
BitFieldValue< bool, unsigned __int32 > bToggleAILogging()
void FreezeFrame(float delay)
float & DebugTraceDistanceField()
void DestroyPawns(TSubclassOf< APawn > aClass)
void DumpVoiceMutingState()
void OnlyLoadLevel(FName PackageName)
void BugItGoString(FString *TheLocation, FString *TheRotation)
TEnumAsByte< enum ECollisionChannel > & DebugTraceChannelField()
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleSweep()
void DebugCapsuleSweepComplex(bool bTraceComplex)
void BugIt(FString *ScreenShotDescription)
float & DumpAILogsIntervalField()
void DisableDebugCamera()
void StreamLevelIn(FName PackageName)
void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll)
void StreamLevelOut(FName PackageName)
void DamageTarget(float DamageAmount)
void DumpOnlineSessionState()
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleTraceComplex()
void ViewClass(TSubclassOf< AActor > DesiredClass)
int & CurrentTraceIndexField()
void SetLevelStreamingStatus(FName PackageName, bool bShouldBeLoaded, bool bShouldBeVisible)
float & DebugCapsuleHalfHeightField()
void SetNavDrawDistance(float DrawDistance)
void DebugCapsuleSweepChannel(ECollisionChannel Channel)
bool ImplementsInterface(UClass *SomeInterface)
void SetSuperStruct(UStruct *NewSuperStruct)
UObject * GetDefaultSubobjectByName(FName ToFind)
void AssembleReferenceTokenStream()
FString * GetConfigName(FString *result)
TArray< FNativeFunctionLookup > & NativeFunctionLookupTableField()
unsigned int & ClassFlagsField()
FName * GetDefaultObjectName(FName *result)
void GetDefaultObjectSubobjects(TArray< UObject * > *OutDefaultSubobjects)
void PostInitProperties()
unsigned int EmitStructArrayBegin(int Offset, FName *DebugName, int Stride)
unsigned __int64 & ClassCastFlagsField()
const wchar_t * GetPrefixCPP()
bool HasProperty(UProperty *InProperty)
FString * GetDescription(FString *result)
FName & ClassConfigNameField()
UObject * CreateDefaultObject()
UObject * ClassDefaultObjectField()
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
void PurgeClass(bool bRecompilingOnLoad)
bool & bIsGameClassField()
TArray< UField * > NetFieldsField()
TMap< FName, UFunction * > FuncMapField()
UFunction * FindFunctionByName(FName InName, EIncludeSuperFlag::Type IncludeSuper)
void AddFunctionToFunctionMap(UFunction *NewFunction)
UObject * ClassGeneratedByField()
void DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *Name)
UObject * GetDefaultObject(bool bCreateIfNeeded)
UClass * ClassWithinField()
void TagSubobjects(EObjectFlags NewFlags)
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
static void StaticRegisterNativesUDamageType()
BitFieldValue< bool, unsigned __int32 > bIsPassiveDamage()
float & DestructibleImpulseScaleField()
float & DefaultImpulseField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bAllowPerBoneDamageAdjustment()
BitFieldValue< bool, unsigned __int32 > bIsPhysicalDamage()
BitFieldValue< bool, unsigned __int32 > bScaleMomentumByMass()
BitFieldValue< bool, unsigned __int32 > bImpulseAffectsLivePawns()
float & ArmorDurabilityDegradationMultiplierField()
float & ImpulseRagdollScaleField()
float & ImpulseMinimumZPercentField()
BitFieldValue< bool, unsigned __int32 > bCausedByWorld()
float & RadialPartiallyObstructedDamagePercentField()
BitFieldValue< bool, unsigned __int32 > bRadialDamageVelChange()
float & GeneralDamageArmorEffectivenessField()
float & PointDamageArmorEffectivenessField()
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
FromArrayType::Allocator FromAllocatorType
FromArrayType::ElementType FromElementType
ToArrayType::Allocator ToAllocatorType
ToArrayType::ElementType ToElementType
TRemoveCV< T >::Type Type
IFunction_OwnedObject * GetBoundObject() const
FFunctionStorage(FFunctionStorage &&Other)
FunctionAllocatorType::ForElementType< AlignedInlineFunctionType > AllocatorType
virtual ~IDebugHelper()=0
virtual IFunction_OwnedObject * CopyToEmptyStorage(FFunctionStorage &Storage) const =0
virtual void * GetAddress()=0
virtual ~IFunction_OwnedObject()=0
TFunction_OwnedObject(T &&InObj)
IFunction_OwnedObject * CopyToEmptyStorage(FFunctionStorage &Storage) const override
TFunction_OwnedObject(const T &InObj)
virtual void * GetAddress() override
static Ret Call(void *Obj, ParamTypes &...)
static void Call(void *, ParamTypes &...)
void CopyAndReseat(const TFunctionRefBase &Other, void *Functor)
TFunctionRefBase(ENoInit)
void Set(FunctorType *Functor)
Ret operator()(ParamTypes... Params) const
UE4Function_Private::TDebugHelper< void > DebugPtrStorage
static Ret Call(void *Obj, ParamTypes &... Params)
static void Call(void *Obj, ParamTypes &... Params)
static char(& Resolve(int))[2]
static FORCEINLINE bool Compare(TCHAR Lhs, TCHAR Rhs)
static FORCEINLINE bool Compare(TCHAR Lhs, TCHAR Rhs)
static FORCEINLINE bool Compare(const TupleType &Lhs, const TupleType &Rhs)
static FORCEINLINE bool Compare(const TupleType &Lhs, const TupleType &Rhs)
static FORCEINLINE bool Do(const TupleType &Lhs, const TupleType &Rhs)
static FORCEINLINE bool Do(const TupleType &Lhs, const TupleType &Rhs)
static FORCEINLINE bool Do(const TupleType &Lhs, const TupleType &Rhs)
TNthTypeFromParameterPack< N-1, OtherTypes... >::Type Type
static FORCEINLINE ElementType & Get(TupleType &Tuple)
static FORCEINLINE const ElementType & Get(const TupleType &Tuple)
TTupleElement(ArgTypes &&... Args)
TTupleElement(TTupleElement &&)=default
TTupleElement & operator=(const TTupleElement &)=default
TTupleElement(const TTupleElement &)=default
TTupleElement & operator=(TTupleElement &&)=default
decltype(auto) ApplyAfter(FuncType &&Func, ArgTypes &&... Args) const
TTupleImpl(const TTupleImpl &Other)=default
TTupleImpl & operator=(TTupleImpl &&Other)=default
FORCEINLINE friend bool operator==(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
TTupleImpl(TTupleImpl &&Other)=default
FORCEINLINE friend bool operator<(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
TTupleImpl & operator=(const TTupleImpl &Other)=default
FORCEINLINE friend bool operator!=(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
FORCEINLINE friend bool operator>=(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
FORCEINLINE friend bool operator<=(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
TTupleStorage< TIntegerSequence< uint32, Indices... >, Types... > Super
FORCEINLINE friend bool operator>(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
decltype(auto) ApplyBefore(FuncType &&Func, ArgTypes &&... Args) const
TTupleImpl(ArgTypes &&... Args)
static InKeyType & Get(TTupleStorage &Tuple)
static const InKeyType & Get(const TTupleStorage &Tuple)
FORCEINLINE const TGetHelper< Index, void >::ResultType & Get() const
TTupleStorage & operator=(TTupleStorage &&)=default
TTupleStorage & operator=(const TTupleStorage &)=default
TTupleStorage(TTupleStorage &&)=default
TTupleStorage(KeyInitType &&KeyInit, ValueInitType &&ValueInit)
FORCEINLINE TGetHelper< Index, void >::ResultType & Get()
TTupleStorage(const TTupleStorage &)=default
static InValueType & Get(TTupleStorage &Tuple)
static const InValueType & Get(const TTupleStorage &Tuple)
TTupleStorage(ArgTypes &&... Args)
TTupleStorage(TTupleStorage &&)=default
TTupleStorage & operator=(TTupleStorage &&)=default
TTupleStorage & operator=(const TTupleStorage &)=default
FORCEINLINE const TTupleElementHelper< Index, Types... >::Type & Get() const
TTupleStorage(const TTupleStorage &)=default
FORCEINLINE TTupleElementHelper< Index, Types... >::Type & Get()
static void Do(TupleType &&Tuple, FuncType Func)
static FORCEINLINE uint32 Do(uint32 Hash, const TupleType &Tuple)
static FORCEINLINE uint32 Do(uint32 Hash, const TupleType &Tuple)
void AddCppProperty(UProperty *Property)
UStruct * GetOwnerStruct()
static UScriptStruct * StaticStruct()
TSubclassOf< UActorComponent > & AttachedComponentClassField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
unsigned __int16 ParmsSize
unsigned __int16 ReturnValueOffset
UProperty * FirstPropertyToInit
unsigned int FunctionFlags
unsigned __int16 RepOffset
unsigned __int16 RPCResponseId
static APlayerCameraManager * GetPlayerCameraManager(UObject *WorldContextObject, int PlayerIndex)
static void EnableLiveStreaming(bool Enable)
static void SetGlobalTimeDilation(UObject *WorldContextObject, float TimeDilation)
static bool SetGamePaused(UObject *WorldContextObject, bool bPaused)
static void PlaySound(UObject *WorldContextObject, USoundCue *InSoundCue, USceneComponent *AttachComponent, FName AttachName, bool bFollow, float VolumeMultiplier, float PitchMultiplier)
static void ApplyDamage(AActor *DamagedActor, float BaseDamage, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse)
static void PlaySoundAtLocation(UObject *WorldContextObject, USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings, bool bAlwaysPlay)
static AActor * FinishSpawningActor(AActor *Actor, FTransform *SpawnTransform)
static void SetWorldOriginLocation(UObject *WorldContextObject, FIntVector NewLocation)
static APawn * GetPlayerPawn(UObject *WorldContextObject, int PlayerIndex)
static ACharacter * GetPlayerCharacter(UObject *WorldContextObject, int PlayerIndex)
static bool IsGameWorld(UObject *WorldContextObject)
static UClass * GetObjectClass(UObject *Object)
static bool ApplyRadialDamageWithFalloff(UObject *WorldContextObject, float BaseDamage, float MinimumDamage, FVector *Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, ECollisionChannel DamagePreventionChannel, float Impulse, TArray< AActor * > *IgnoreDamageActors, int NumAdditionalAttempts)
static bool DeleteGameInSlot(FString *SlotName, const int UserIndex)
static void SetBaseSoundMix(USoundMix *InSoundMix)
static void BreakHitResult_OLD(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem)
static APlayerController * CreatePlayer(UObject *WorldContextObject, int ControllerId, bool bSpawnPawn)
static bool ApplyRadialDamageIgnoreDamageActors(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, TArray< AActor * > *IgnoreDamageActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)
static float GetGlobalTimeDilation(UObject *WorldContextObject)
static float GetWorldDeltaSeconds(UObject *WorldContextObject)
static void OpenLevel(UObject *WorldContextObject, FName LevelName, bool bAbsolute, FString Options)
static void GetAllActorsWithInterface(UObject *WorldContextObject, TSubclassOf< UInterface > Interface, TArray< AActor * > *OutActors)
static float BPPointPlaneDist(FVector *Point, FVector *PlaneBase, FVector *PlaneNormal)
static bool IsGamePaused(UObject *WorldContextObject)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
static void DeactivateReverbEffect(FName TagName)
static void PlayDialogueAtLocation(UObject *WorldContextObject, UDialogueWave *Dialogue, FDialogueContext *Context, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)
static AGameState * GetGameState(UObject *WorldContextObject)
static void PopSoundMixModifier(USoundMix *InSoundMixModifier)
static FVector * GetActorArrayAverageLocation(FVector *result, TArray< AActor * > *Actors)
static bool AreAnyListenersWithinRange(FVector Location, float MaximumRange)
static AGameMode * GetGameMode(UObject *WorldContextObject)
static FVector * BPPointPlaneProject(FVector *result, FVector *Point, FVector *PlaneBase, FVector *PlaneNorm)
static FString * GetPlatformName(FString *result)
static void GetActorArrayBounds(TArray< AActor * > *Actors, bool bOnlyCollidingComponents, FVector *Center, FVector *BoxExtent)
static APlayerController * GetPlayerController(UObject *WorldContextObject, int PlayerIndex)
static UAudioComponent * PlayDialogueAttached(UDialogueWave *Dialogue, FDialogueContext *Context, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)
static void PushSoundMixModifier(USoundMix *InSoundMixModifier)
static AActor * BeginSpawningActorFromClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, FTransform *SpawnTransform, bool bNoCollisionFail)
static void LoadStreamLevel(UObject *WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo)
static EPhysicalSurface GetSurfaceType(FHitResult *Hit)
static void BreakHitResult(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem, bool *BlockingHit)
static void UnloadStreamLevel(UObject *WorldContextObject, FName LevelName, FLatentActionInfo LatentInfo)
static float GetAudioTimeSeconds(UObject *WorldContextObject)
static bool ApplyRadialDamage(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)
static bool DoesSaveGameExist(FString *SlotName, const int UserIndex)
static AActor * BeginSpawningActorFromBlueprint(UObject *WorldContextObject, UBlueprint *Blueprint, FTransform *SpawnTransform, bool bNoCollisionFail)
static UAudioComponent * PlaySoundAttached(USoundBase *Sound, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings, bool bAlwaysPlay)
static void StaticRegisterNativesUGameplayStatics()
static void GetAccurateRealTime(UObject *WorldContextObject, int *Seconds, float *PartialSeconds)
static FIntVector * GetWorldOriginLocation(FIntVector *result, UObject *WorldContextObject)
static UGameInstance * GetGameInstance(UObject *WorldContextObject)
static void ApplyPointDamage(AActor *DamagedActor, float BaseDamage, FVector *HitFromDirection, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse, bool bForceCollisionCheck, ECollisionChannel ForceCollisionCheckTraceChannel)
static void GetAllActorsOfClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, TArray< AActor * > *OutActors)
static float GetRealTimeSeconds(UObject *WorldContextObject)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & MinScaleForAttachedComponentField()
int & CurrentAttachedIndexField()
unsigned __int32 & bPostNetReceiveHideField()
TSubclassOf< UActorComponent > & AttachedComponentClassField()
int & InstanceEndCullDistanceField()
unsigned __int32 & bIsFallingTreeField()
TArray< UMaterialInterface * > & OverrideDestructionMaterialsField()
float & LargestSingleBoundsField()
USoundBase * DestroyedSoundField()
int & InstanceStartCullDistanceField()
unsigned __int32 & bTickOnlyCheckFoliageClippingField()
unsigned __int32 & bFromNonCriticalLevelField()
int & InstancingRandomSeedField()
TArray< int > & InstanceReorderTableField()
float & AttachedComponentScaleFactorField()
unsigned __int32 & bDontScaleAttachedComponentField()
float & MaxScaleForAttachedComponentField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & PlayerOverrideWalkableFloorZField()
UFoliageType * FoliageTypeReferenceField()
unsigned __int32 & bInstanceRequiresPhysXCollisionField()
__int64 GetInstanceCount()
TArray< int > & RemovedInstancesField()
float & MeshUnscaledBoundsField()
unsigned __int32 & bWasBlockLoadField()
TArray< unsigned int > & InstancesVisibilityField()
FVector * GetPositionOfInstance(FVector *result, int index)
unsigned __int32 & bDidFirstPostNetReceiveField()
unsigned __int32 & bIgnoreVisibilityCheckField()
float & OverrideWalkableFloorZField()
TIndirectArray< FAttachedInstanced > & InstanceAttachedComponentsField()
TArray< UActorComponent * > & ReferencedAttachedComponentObjectsField()
TArray< FBodyInstance * > & InstanceBodiesField()
unsigned __int32 & bReplicateThisComponentField()
TArray< int > & InstanceReorderTableBulkField()
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
static FName * MakeLiteralName(FName *result, FName Value)
static void SetRotatorPropertyByName(UObject *Object, FName PropertyName, FRotator *Value)
static bool K2_IsTimerActive(UObject *Object, FString FunctionName)
static bool BoxTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static bool LineTraceMulti_NEW(UObject *WorldContextObject, FVector Start, FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static bool BoxTraceSingle(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void SetSupressViewportTransitionMessage(UObject *WorldContextObject, bool bState)
static void SetTransformPropertyByName(UObject *Object, FName PropertyName, FTransform *Value)
static void K2_UnPauseTimer(UObject *Object, FString FunctionName)
static bool IsStandalone(UObject *WorldContextObject)
static bool SphereOverlapComponents_NEW(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static FText * MakeLiteralText(FText *result, FText Value)
static FDebugFloatHistory * AddFloatHistorySample(FDebugFloatHistory *result, float Value, FDebugFloatHistory *FloatHistory)
static bool CapsuleOverlapComponents_NEW(UObject *WorldContextObject, FVector CapsulePos, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static bool LineTraceSingle_NEW(UObject *WorldContextObject, FVector Start, FVector End, ECollisionChannel TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static bool DoesImplementInterface(UObject *TestObject, TSubclassOf< UInterface > Interface)
static bool SphereTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void ShowPlatformSpecificLeaderboardScreen(FString *CategoryName)
static void ShowAdBanner(bool bShowOnBottomOfScreen)
static void SetBoolPropertyByName(UObject *Object, FName PropertyName, bool Value)
static bool IsDedicatedServer(UObject *WorldContextObject)
static FString * GetGameName(FString *result)
static bool BoxOverlapComponents_NEW(UObject *WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static void FlushPersistentDebugLines(UObject *WorldContextObject)
static void DrawDebugFloatHistoryLocation(UObject *WorldContextObject, FDebugFloatHistory *FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor, float LifeTime)
static void DrawDebugCone(UObject *WorldContextObject, FVector Origin, FVector Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, FLinearColor Color)
static bool SphereOverlapActors_NEW(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static void StaticRegisterNativesUKismetSystemLibrary()
static bool K2_TimerExists(UObject *Object, FString FunctionName)
static void SetVectorPropertyByName(UObject *Object, FName PropertyName, FVector *Value)
static void DrawDebugCylinder(UObject *WorldContextObject, FVector Start, FVector End, float Radius, int Segments, FLinearColor Color, float LifeTime)
static int GetRenderingMaterialQualityLevel()
static bool K2_IsTimerPaused(UObject *Object, FString FunctionName)
static void DrawDebugPoint(UObject *WorldContextObject, FVector Position, float Size, FLinearColor PointColor, float LifeTime)
static bool ComponentOverlapComponents_NEW(UPrimitiveComponent *Component, FTransform *ComponentTransform, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static void GetActorListFromComponentList(TArray< UPrimitiveComponent * > *ComponentList, UClass *ActorClassFilter, TArray< AActor * > *OutActorList)
static void SetBytePropertyByName(UObject *Object, FName PropertyName, char Value)
static int GetRenderingDetailMode()
static void SetObjectPropertyByName(UObject *Object, FName PropertyName, UObject *Value)
static void DrawDebugBox(UObject *WorldContextObject, FVector Center, FVector Extent, FLinearColor Color, FRotator Rotation, float LifeTime)
static void SetTextPropertyByName(UObject *Object, FName PropertyName, FText *Value)
static void K2_SetTimerForNextTick(UObject *Object, FString FunctionName, bool bLooping)
static void SetStringPropertyByName(UObject *Object, FName PropertyName, FString *Value)
static float K2_GetTimerElapsedTime(UObject *Object, FString FunctionName)
static void Generic_SetStructurePropertyByName(UObject *OwnerObject, FName StructPropertyName, const void *SrcStructAddr)
static void K2_SetTimer(UObject *Object, FString FunctionName, float Time, bool bLooping)
static bool SphereTraceSingle_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void SetNamePropertyByName(UObject *Object, FName PropertyName, FName *Value)
static void LaunchURL(FString *URL)
static void SetLinearColorPropertyByName(UObject *Object, FName PropertyName, FLinearColor *Value)
static void DrawDebugArrow(UObject *WorldContextObject, FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor Color, float LifeTime)
static bool LineTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void DrawDebugString(UObject *WorldContextObject, FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration)
static bool SphereTraceMulti_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static bool CapsuleTraceSingle_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void DrawDebugFrustum(UObject *WorldContextObject, FTransform *FrustumTransform, FLinearColor FrustumColor, float Duration)
static bool CapsuleOverlapActors_NEW(UObject *WorldContextObject, FVector CapsulePos, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static float K2_GetTimerRemainingTime(UObject *Object, FString FunctionName)
static bool IsClient(UObject *WorldContextObject)
static void SetDoublePropertyByName(UObject *Object, FName PropertyName, long double Value)
static void K2_PauseTimer(UObject *Object, FString FunctionName)
static long double GetGameTimeInSeconds(UObject *WorldContextObject)
static void SetIntPropertyByName(UObject *Object, FName PropertyName, int Value)
static FString * GetPlatformUserName(FString *result)
static void DrawDebugFloatHistoryTransform(UObject *WorldContextObject, FDebugFloatHistory *FloatHistory, FTransform *DrawTransform, FVector2D DrawSize, FLinearColor DrawColor, float LifeTime)
static void DrawDebugConeInDegrees(UObject *WorldContextObject, FVector Origin, FVector Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, FLinearColor Color, float LifeTime)
static void SetFloatPropertyByName(UObject *Object, FName PropertyName, float Value)
static void SetClassPropertyByName(UObject *Object, FName PropertyName, TSubclassOf< UObject > Value)
static void GetComponentBounds(USceneComponent *Component, FVector *Origin, FVector *BoxExtent, float *SphereRadius)
static bool IsListenServer(UObject *WorldContextObject)
static bool IsServer(UObject *WorldContextObject)
static void K2_SetTimerForNextTickDelegate(FBlueprintTimerDynamicDelegate Delegate, bool bLooping)
static void DrawDebugCoordinateSystem(UObject *WorldContextObject, FVector AxisLoc, FRotator AxisRot, float Scale, float LifeTime)
static void DrawDebugLineTraceHitResult(UObject *WorldContextObject, FHitResult *Hit, FVector *TraceStart, FVector *TraceEnd, FLinearColor StartColor, FLinearColor HitColor, float LineThickness, float HitSize, bool bDrawHitNormal, FLinearColor HitNormalColor, float HitNormalLength, float Duration)
static bool SphereTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
void MakeLiteralString(TArray< wchar_t > *Other)
static void FlushDebugStrings(UObject *WorldContextObject)
static bool BoxTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void ShowPlatformSpecificAchievementsScreen(APlayerController *SpecificPlayer)
static bool SphereOverlapActorsSimple(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TEnumAsByte< enum EObjectTypeQuery > ObjectType, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static char MakeLiteralByte(char Value)
static FString * GetEngineVersion(FString *result)
static void GetActorBounds(AActor *Actor, FVector *Origin, FVector *BoxExtent)
static FString * GetDisplayName(FString *result, UObject *Object)
static bool CapsuleTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static bool BoxTraceMulti(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static EPrimalCharacterStatusValue::Type MakeLiteralInt(int InInteger)
static bool ComponentOverlapActors_NEW(UPrimitiveComponent *Component, FTransform *ComponentTransform, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static bool IsValid(UObject *Object)
static bool CapsuleTraceMulti_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static void DrawDebugCapsule(UObject *WorldContextObject, FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor Color, float LifeTime)
static FString * GetUniqueDeviceId(FString *result)
static bool LineTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static void DrawDebugSphere(UObject *WorldContextObject, FVector Center, float Radius, int Segments, FLinearColor Color, float LifeTime)
static void CreateCopyForUndoBuffer(UObject *ObjectToModify)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
static void DrawDebugLine(UObject *WorldContextObject, FVector LineStart, FVector LineEnd, FLinearColor Color, float LifeTime, float Thickness)
static bool CapsuleTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static void DrawDebugPlane(UObject *WorldContextObject, FPlane *P, FVector Loc, float Size, FLinearColor Color, float LifeTime)
static void K2_SetTimerDelegate(FBlueprintTimerDynamicDelegate Delegate, float Time, bool bLooping)
static void ExecuteConsoleCommand(UObject *WorldContextObject, FString *Command, APlayerController *Player)
static void Delay(UObject *WorldContextObject, float Duration, FLatentActionInfo LatentInfo)
static void RetriggerableDelay(UObject *WorldContextObject, float Duration, FLatentActionInfo LatentInfo)
static bool BoxOverlapActors_NEW(UObject *WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static void K2_ClearTimer(UObject *Object, FString FunctionName)
TSubclassOf< AActor > & DamageFXActorToSpawnField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< UMaterialInterface * > & MaterialsField()
TArray< UMaterialInterface * > & DefaultMaterialsOverrideField()
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
float & MaxDesiredNumEnemiesMultiplierField()
TArray< FNPCSpawnEntry > & NPCSpawnEntriesField()
FString & EntriesNameField()
TArray< FNPCSpawnLimit > & NPCSpawnLimitsField()
int & bOverrideLinkedVolume_CountTamedDinosField()
int & bOverrideLinkedVolume_OnlyCountLandDinosField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
int & bOverrideLinkedVolume_OnlyCountWaterDinosField()
bool & bForceLinkedVolumesToOnlyCountMyDinoClassesField()
FNavigationFilterFlags IncludeFlags
TArray< FNavigationFilterArea > Areas
FNavigationFilterFlags ExcludeFlags
bool ClientHasInitializedLevelFor(UObject *TestObject)
void SetExpectedClientLoginMsgType(const char NewType)
bool & bSharedConnectionField()
BitFieldValue< bool, unsigned __int32 > bPendingDestroy()
TArray< AActor * > OwnedConsiderListField()
long double & NextSpatialFrameCheckTimeField()
void FlushNet(bool bIgnoreSimulation)
FString & CDKeyHashField()
FVector & LastDormancyLocCheckField()
FieldArray< unsigned int, 1024 > PingAckDataCacheField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TSet< FNetworkGUID, DefaultKeyFuncs< FNetworkGUID, 0 >, FDefaultSetAllocator > & DestroyedStartupOrDormantActorsField()
void ReceivedNak(int NakPacketId)
TSharedPtr< FUniqueNetId, 0 > & PlayerIdField()
FieldArray< int, 10240 > InReliableField()
FieldArray< int, 10240 > PendingOutRecField()
float & PlayerControllerTimerField()
void ReceivedRawPacket(void *InData, int Count)
bool & bNeedsByteSwappingField()
bool IsClientMsgTypeValid(const char ClientMsgType)
int & OutPacketsLostField()
BitFieldValue< bool, unsigned __int32 > bDisableFlushNetUntilActuallyReady()
FString * GetAddrAsString(FString *result)
FString & RequestURLField()
bool & bSetupFailMessageField()
long double & LogCallLastTimeField()
BitFieldValue< bool, unsigned __int32 > bFirstActorSent()
FString * LowLevelDescribe(FString *result)
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *playbackFlags)
TArray< AActor * > SentTemporariesField()
long double & LastSendTimeField()
FString & ClientResponseField()
bool & bDoneHandshakingField()
long double & CumulativeTimeField()
float & BestLagAccField()
FString & ClientGivenIPField()
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > PendingProcessingDormantActor_NearField()
FName & ClientWorldPackageNameField()
BitFieldValue< bool, unsigned __int32 > bWelcomed()
long double & LastReceiveTimeField()
int & LastPartialPacketIdField()
unsigned int & PerPacketTinyTokenToRecieveField()
long double & FrameTimeField()
int IsNetReady(bool Saturate)
char & ExpectedClientLoginMsgTypeField()
float & StatPeriodField()
FieldArray< long double, 256 > OutLagTimeField()
unsigned int & PerPacketTinyTokenToSendField()
int & PacketOverheadField()
float & LastRecvAckTimeField()
void FlushDormancyForObject(UObject *Object)
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > RecentlyDormantActorsField()
TArray< FName > & ClientVisibleLevelNamesField()
int BattlEye_GetAddrAsInt()
UActorChannel * ActorChannelsFindRef(AActor *InActor, bool bUseWeak)
void CleanupDormantActorState()
int & CountedFramesField()
int & OutAckPacketIdField()
float & LastPingAckField()
FieldArray< int, 256 > OutLagPacketIdField()
int WriteBitsToSendBuffer(const char *Bits, const int SizeInBits, const char *ExtraBits, const int ExtraSizeInBits)
int & NegotiatedVerField()
bool & bDeterminedIfRequiresHandShakeField()
long double & SpatialFrameField()
float & ConnectTimeField()
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > PendingDormantActorsField()
int & LogCallCountField()
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > DormantActorsField()
FieldArray< int, 10240 > OutReliableField()
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > PendingDormantActorsNoParentField()
void HandleClientPlayer(APlayerController *PC, UNetConnection *NetConnection)
int & LastPingAckPacketIdField()
bool & bRequiresHandShakeField()
long double & AverageFrameTimeField()
FString * LowLevelGetRemoteAddress(FString *result, bool bAppendPort)
bool & TimeSensitiveField()
long double & LastTickTimeField()
AActor * OwningActorField()
void LowLevelSend(void *Data, int Count)
void ValidateSendBuffer()
int & PartialPacketIdField()
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > PendingProcessingDormantActor_FarField()
TArray< int > & ResendAcksField()
BitFieldValue< bool, unsigned __int32 > InternalAck()
FString & CDKeyResponseField()
int & InPacketsLostField()
void ReceivedNak_Range(int NakPacketStart, int NakPacketEnd)
int & LogSustainedCountField()
FString & ChallengeField()
int & ProtocolVersionField()
TArray< int > & QueuedAcksField()
float & DormancyRateField()
long double & StatUpdateTimeField()
void ResetGameWorldState()
long double & LastTimeField()
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > DormantActorsNoParentField()
void SendAck(int AckPacketId, bool FirstTime, bool bHavePingAckData, unsigned int PingAckData)
double GetFloatingPointPropertyValue(void const *Data)
__int64 GetSignedIntPropertyValue(void const *Data)
unsigned __int64 GetUnsignedIntPropertyValue(void const *Data)
void DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
bool IsValidLowLevelFast(bool bRecursive)
int & InternalIndexField()
void Register(const wchar_t *PackageName, const wchar_t *InName)
EObjectFlags & ObjectFlagsField()
static void EmitBaseReferences(UClass *RootClass)
void * GetInterfaceAddress(UClass *InterfaceClass)
int GetLinkerUE4Version()
FString * GetFullName(FString *result, UObject *StopOuter)
bool IsA(UClass *SomeBase)
void GetPathName(UObject *StopOuter, FString *ResultString)
bool IsDefaultSubobject()
FString * GetPathName(FString *result, UObject *StopOuter)
int GetLinkerLicenseeUE4Version()
bool IsIn(UObject *SomeOuter)
bool Modify(bool bAlwaysMarkDirty)
UFunction * FindFunctionChecked(FName InName)
void LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
__declspec(dllexport) UProperty *FindProperty(FName name)
bool IsNameStableForNetworking()
FString * GetDetailedInfoInternal(FString *result)
bool IsFullNameStableForNetworking()
void CollectDefaultSubobjects(TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
bool IsSupportedForNetworking()
static UObject * GetArchetypeFromRequiredInfo(UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
bool AreAllOuterObjectsValid()
bool IsBasedOnArchetype(UObject *const SomeObject)
FName * GetExporterName(FName *result)
static UClass * GetPrivateStaticClass()
bool CheckDefaultSubobjectsInternal()
void LocalizeProperty(UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
bool ConditionalFinishDestroy()
FString * GetDetailedInfo(FString *result)
void ProcessEvent(UFunction *Function, void *Parms)
void ConditionalPostLoad()
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
bool ConditionalBeginDestroy()
void ConditionalShutdownAfterError()
void LoadLocalized(UObject *LocBase, bool bLoadHierachecally)
static UClass * StaticClass()
void ExecuteUbergraph(int EntryPoint)
UClass * PropertyClassField()
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
unsigned __int64 & TransferringPlayerDataIdField()
void SwitchController(APlayerController *PC)
int & ConfiguredInternetSpeedField()
int & CurrentNetSpeedField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
APlayerController * PlayerControllerField()
int & ConfiguredLanSpeedField()
float & SuffocationHealthPercentDecreaseSpeedField()
FieldArray< float, 16 > ReplicatedBaseLevelMaxStatusValuesField()
unsigned __int16 & ExtraCharacterLevelField()
float & BaseFoodConsumptionRateField()
float & FoodOverMaxDecreaseMultiplierField()
float & WalkingStaminaConsumptionRateField()
BitFieldValue< bool, unsigned __int32 > bTicked()
BitFieldValue< bool, unsigned __int32 > bRunningConsumesStamina()
void RefreshTemperature()
FieldArray< long double, 16 > LastIncreasedStatusValuesTimesField()
float & WeightJumpDecreasePowerField()
TSubclassOf< UDamageType > & RegainOxygenDamageTypeField()
float & OverEatFoodDecreaseHealthRateField()
float & OverEatFoodScaleDecreaseHealthRateField()
float ModifyCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float Amount, bool bPercentOfMax, bool bPercentOfCurrent, bool bManualModification, bool bSetValue, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bForceSetValue)
FieldArray< float, 4 > OverEquilibriumVitaminsConsumptionMultiplierField()
float & ExperiencePointsField()
BitFieldValue< bool, unsigned __int32 > bForceRefreshWeight()
FString * GetUpgradedStatusValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType)
float & TheMaxTorporIncreasePerBaseLevelField()
float & TorporExitPercentThresholdField()
BitFieldValue< bool, unsigned __int32 > bInfiniteStats()
float & DefaultHyperthermicInsulationField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyMaxLevel()
float & InjuredSpeedModifierField()
float GetUpgradedMaxStatusValue(EPrimalCharacterStatusValue::Type valueType)
void SetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType, bool bTamedPoints, int newPoints)
float & SwimmingOrFlyingStaminaConsumptionRateField()
FieldArray< float, 16 > AmountMaxGainedPerLevelUpValueTamedField()
BitFieldValue< bool, unsigned __int32 > bInitializedMe()
float & HyperthermiaTemperatureThresholdField()
float & FortitudeInsulationMultiplierField()
void OnRep_GlobalMaxStatusValues()
float & BaseWaterConsumptionRateField()
float & StaminaToHealthMaxPercentPerConversionField()
FieldArray< float, 4 > BaseVitaminsConsumptionRateField()
FieldArray< float, 16 > BaseLevelMaxStatusValuesField()
FieldArray< float, 16 > AdditionalStatusValuesField()
float & WindedSpeedModifierField()
FieldArray< float, 16 > ExtraStatusValueRateDecreaseModifiersField()
BitFieldValue< bool, unsigned __int32 > bForceDefaultSpeed()
BitFieldValue< bool, unsigned __int32 > bReplicateGlobalStatusValues()
float GetTotalStatusModifierDescriptionIndex(int StatusValueModifierDescriptionIndex)
float & MaxTamingEffectivenessBaseLevelMultiplierField()
float & BabyGestationConsumingFoodRateMultiplierField()
FieldArray< float, 16 > MaxStatusValuesField()
bool HasExperienceForLevelUp()
float & InsulationHypothermiaOffsetExponentField()
float & ExperienceAutomaticConsciousIncreaseSpeedField()
float & XPEarnedPerStaminaConsumedField()
BitFieldValue< bool, unsigned __int32 > bFreezeStatusValues()
float & MinHealthFromExhaustionField()
FieldArray< float, 16 > AmountMaxGainedPerLevelUpValueField()
float & FortitudeFoodReductionResistanceField()
float & GenericXPMultiplierField()
float & WaterOverMaxDecreaseMultiplierField()
float & TamedBaseHealthMultiplierField()
FieldArray< long double, 16 > LastMaxedStatusValuesTimesField()
void ChangedStatusState(EPrimalCharacterStatusState::Type valueType, bool bEnteredState)
float & ExtraTamedDinoDamageMultiplierField()
FieldArray< float, 16 > RecoveryRateStatusValueField()
BitFieldValue< bool, unsigned __int32 > bAutomaticallyUpdateTemperature()
int GetMyCurrentDiscoveryZoneMaxLevel()
float & WaterConsumptionMultiplierField()
void RefreshEquippedItemStatGroupModifiers()
float & FoodConsumptionMultiplierField()
float & MinSpeedModifierField()
FieldArray< float, 16 > TimeToRecoverAfterDepletionStatusValueField()
void SetExtraCharacterLevel(int NewExtraCharacterLevel)
int GetExtraCharacterLevel()
void BPDirectSetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
BitFieldValue< bool, unsigned __int32 > bStatusSpeedModifierOnlyFullOrNone()
FieldArray< char, 16 > NumberOfLevelUpPointsAppliedTamedField()
float & HypothermicHealthDecreaseRateBaseField()
FieldArray< float, 16 > DinoMaxStatAddMultiplierImprintingField()
float & HypothermiaDecreaseFoodMultiplierBaseField()
float & TravelXPPerIntervalField()
void BPSetRecoveryRateStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
float & HyperthermiaDecreaseWaterMultiplierPerDegreeField()
APrimalCharacter * GetPrimalCharacter()
FieldArray< float, 16 > ReplicatedCurrentStatusValuesField()
float BPGetAmountGainedPerLevelUpValue(EPrimalCharacterStatusValue::Type valueType, bool bGetTamed)
void SetTamed(float TameIneffectivenessModifier)
FieldArray< float, 16 > ReplicatedGlobalMaxStatusValuesField()
FieldArray< char, 16 > CanLevelUpValueField()
void AddShipExperience(float HowMuch, EXPType::Type XPType, float SharedXPMulti, bool bShareWithBasedPlayers, bool bShareWithBasedNPCCrew, bool bShareWithBasedCreatures, bool bOnlyAddToBasedPawns, APrimalCharacter *FromKillerChar)
void DrawLocalPlayerHUD(AShooterHUD *HUD, float ScaleMult, bool bFromBottomRight)
void ServerSyncReplicatedValues()
FString * GetStatusValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType, bool bValueOnly)
float & DinoTamedAdultConsumingFoodRateMultiplierField()
int BPModifyMaxLevel_Implementation(int InMaxLevel)
BitFieldValue< bool, unsigned __int32 > bNoStaminaRecoveryWhenStarving()
TArray< FString > & StatusDescriptionOverridesField()
float & BabyDinoStarvationHealthDecreaseRateMultiplierField()
float & InsulationHypothermiaOffsetScalerField()
void ClientSyncMaxStatusValues(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
BitFieldValue< bool, unsigned __int32 > bIgnoreStatusSpeedModifierIfSwimming()
float & FortitudeTorpidityDecreaseMultiplierField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void ClientSyncMaxStatusValues_Implementation(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & LastHyperthermalCharacterInsulationValueField()
float & CurrentStatusValuesReplicationIntervalField()
float & MountedDinoDinoWeightMultiplierField()
float & DehyrdationTorpidityIncreaseRateField()
void OnRep_ReplicatedExperiencePoints()
float & DinoRiderWeightMultiplierField()
float & OverDrinkWaterDecreaseHealthRateField()
FieldArray< float, 16 > MaxLevelUpMultiplierField()
float BPGetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType)
float & ExtraTamedHealthMultiplierField()
float & HypoCharacterInsulationValueField()
int & BaseCharacterLevelField()
FieldArray< float, 16 > TimeToRecoverAfterDecreaseStatusValueField()
float & KillEarnXPMultiplierField()
FieldArray< char, 16 > MaxGainedPerLevelUpValueIsPercentField()
float & PoopItemFoodConsumptionCacheField()
long double & LastReplicatedCurrentStatusValuesTimeField()
void OnRep_CurrentStatusValues()
float BPGetPercentStatusValue(EPrimalCharacterStatusValue::Type valueType)
BitFieldValue< bool, unsigned __int32 > bForceGainOxygen()
bool IsInStatusState(EPrimalCharacterStatusState::Type StateType)
void AddStatusValueModifier(EPrimalCharacterStatusValue::Type ValueType, float Amount, float Speed, bool bContinueOnUnchangedValue, bool bSetValue, int StatusValueModifierDescriptionIndex, bool bResetExistingModifierDescriptionIndex, float LimitExistingModifierDescriptionToMaxAmount, bool bSetAdditionalValue, EPrimalCharacterStatusValue::Type StopAtValueNearMax, bool bMakeUntameable, TSubclassOf< UDamageType > ScaleValueByCharacterDamageType, bool bMoveTowardsEquilibrium, bool bAddTowardsEquilibrium)
float & WindedSpeedModifierSwimmingOrFlyingField()
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > & MaxStatusValueToAutoUpdateField()
void OnRep_GlobalBaseLevelMaxStatusValues()
float & StaminaConsumptionDecreaseWaterMultiplierField()
float & TamingIneffectivenessMultiplierField()
float & HealthRecoveryDecreaseFoodMultiplierField()
FieldArray< float, 16 > CurrentStatusValuesField()
float & ExtraBabyDinoConsumingFoodRateMultiplierField()
BitFieldValue< bool, unsigned __int32 > bCanGetHungry()
float & DistanceTraveledField()
BitFieldValue< bool, unsigned __int32 > bConsumeFoodAutomatically()
float & FortitudeOxygenReductionResistanceField()
void UpdateStatusValue(EPrimalCharacterStatusValue::Type valueType, float DeltaTime, bool bManualUpdate)
float & SwimmingStaminaRecoveryRateMultiplierField()
float & DinoTamedLevelUpsConstantField()
float & FortitudeWaterReductionResistanceField()
float & OverDrinkWaterDamageMaxPercentField()
float & KillXPMultiplierPerCharacterLevelField()
void RescaleMaxStat(EPrimalCharacterStatusValue::Type LevelUpValueType, float TargetValue, bool bIsPercentOfTrueValue)
FString * GetStatGroupModifiersString(FString *result)
void NetSyncMaxStatusValues(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
float & SubmergedWaterIncreaseRateField()
float & InsulationHyperthermiaOffsetScalerField()
float & PoopItemMaxFoodConsumptionIntervalField()
float GetMyCurrentDiscoveryZoneMaxXP()
BitFieldValue< bool, unsigned __int32 > bConsumeWaterAutomatically()
long double & LastTimeEnteredExhaustedStateField()
float & TamedIneffectivenessModifierField()
float BPGetRecoveryRateStatusValue(EPrimalCharacterStatusValue::Type valueType)
float BPGetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType)
int BPModifyMaxLevel(int InMaxLevel)
void AdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType, float *Amount, TSubclassOf< UDamageType > DamageTypeClass, bool bManualModification)
float & WeightMultiplierForCarriedPassengersField()
float & BabyDinoConsumingFoodRateMultiplierField()
bool & bInWeightLockField()
TArray< FPrimalCharacterStatusValueModifier > & StatusValueModifiersField()
float & BabyMaxHealthPercentField()
long double & LastReplicatedXPTimeField()
FieldArray< float, 16 > TamingMaxStatMultipliersField()
BitFieldValue< bool, unsigned __int32 > bApplyingStatusValueModifiers()
float & DinoImprintingQualityField()
BitFieldValue< bool, unsigned __int32 > bNeverAllowXP()
void UpdatedStatModifiers()
void GetDinoFoodConsumptionRateMultiplier(float *Amount)
float GetStatusValueRecoveryRate(EPrimalCharacterStatusValue::Type valueType)
float & IncreaseDamageByLevelMultiplierField()
float & StaminaRecoveryDecreaseWaterMultiplierField()
float & StaminaToHealthMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseStatusSpeedModifiers()
float & FortitudeOffshoreVitalsReductionResistanceField()
void UpdateWeightStat(bool bForceSetValue)
TEnumAsByte< enum ELevelExperienceRampType::Type > & LevelExperienceRampTypeField()
void DrawLocalPlayerHUDDescriptions(AShooterHUD *HUD, long double TheTimeSeconds, float ScaleMult, bool bDrawBottomRight)
float GetExperienceRequiredForPreviousLevelUp()
float GetMyMaxAllowedXP(bool bCheckingTrueMaximum)
float & StaminaConsumptionDecreaseFoodMultiplierField()
bool CanLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType)
float & StaminaRecoveryDecreaseFoodMultiplierField()
float & CheatMaxWeightField()
static void StaticRegisterNativesUPrimalCharacterStatusComponent()
float & VitaminEquilibriumValueField()
float & PoopItemMinFoodConsumptionIntervalField()
float GetMovementSpeedModifier()
float & DehydrationTorpidityMultiplierField()
float & FortitudeTorpidityIncreaseResistanceField()
float & CrouchedWaterFoodConsumptionMultiplierField()
float & HyperthermiaDecreaseWaterMultiplierBaseField()
BitFieldValue< bool, unsigned __int32 > bInfiniteWeight()
BitFieldValue< bool, unsigned __int32 > bAddExperienceAutomatically()
BitFieldValue< bool, unsigned __int32 > bWalkingConsumesStamina()
float & WeightMultiplierForPlatformPassengersInventoryField()
float & HarvestEarnXPMultiplierField()
FString * GetStatusNameString(FString *result, EPrimalCharacterStatusValue::Type ValueType)
float & WakingTameFoodConsumptionRateMultiplierField()
float & ProneWaterFoodConsumptionMultiplierField()
float & CraftEarnXPMultiplierField()
void NetSyncMaxStatusValues_Implementation(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
float & OriginalMaxTorporField()
float & ProneStaminaConsumptionMultiplierField()
float & HypothermalInsulationMultiplierField()
BitFieldValue< bool, unsigned __int32 > bRunningUseDefaultSpeed()
BitFieldValue< bool, unsigned __int32 > bCheatStatus()
FieldArray< long double, 16 > LastDecreasedStatusValuesTimesField()
void OnRep_GlobalCurrentStatusValues()
float BPModifyMaxExperiencePoints(float InMaxExperiencePoints, bool bCheckingTrueMaximum)
float & DefaultHypothermicInsulationField()
float & HypothermiaTemperatureThresholdField()
float GetOffshoreVitalsDecreaseMultiplier()
void TransferStatusAmountIfNeeded(EPrimalCharacterStatusValue::Type valueType, float *Amount, bool bPercentOfMax, bool bPercentOfCurrent, bool bManualModification, bool bSetValue, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bForceSetValue)
float & ShipKillEarnXPMultiplierField()
float & StarvationTorpidityMultuplierField()
FieldArray< char, 16 > DontUseValueField()
void ApplyTamingStatModifiers(float TameIneffectivenessModifier)
void SetTameable(bool bTameable)
float & HypothermicHealthDecreaseRatePerDegreeField()
float BPAdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType, float Amount, TSubclassOf< UDamageType > DamageTypeClass, bool bManualModification)
BitFieldValue< bool, unsigned __int32 > bDontScaleMeleeDamage()
float & JumpStaminaConsumptionField()
float & MovingStaminaRecoveryRateMultiplierField()
float & DehyrdationHealthConsumptionRateField()
BitFieldValue< bool, unsigned __int32 > bAllowSharingXPWithTribe()
BitFieldValue< bool, unsigned __int32 > bStaminaToHealthConverstionIsPercentOfMaxHealth()
BitFieldValue< bool, unsigned __int32 > bUseStamina()
float & VitaminEquilibriumThresholdPercentField()
float & SubmergedOxygenDecreaseSpeedField()
BitFieldValue< bool, unsigned __int32 > bServerFirstInitialized()
float & OverDrinkWaterScaleDecreaseHealthRateField()
int GetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType, bool bTamedPoints)
FieldArray< char, 16 > RecoveryRateIsPercentField()
TArray< unsigned char > & StatusValueModifierDescriptionIndicesField()
float & SpecialEarnXPMultiplierField()
float GetConsciousPercentage()
TMap< FName, float, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, float, 0 > > & ItemSkillStatModifiersField()
float & ReplicatedExperiencePointsField()
int & CharacterStatusComponentPriorityField()
float GetDiscoveryZoneMaxXP(int NumDiscoveredZones)
float & FlyingStaminaRecoveryRateMultiplierField()
float GetMeleeDamageModifier()
void SetMaxStatusValue(EPrimalCharacterStatusValue::Type StatType, float newValue)
void RefreshBuffStatGroupModifiers()
float & LastHypothermalCharacterInsulationValueField()
float & UnsubmergedOxygenIncreaseSpeedField()
float BPModifyMaxExperiencePoints_Implementation(float InMaxExperiencePoints, bool bCheckingTrueMaximum)
TMap< FName, float, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, float, 0 > > & SkillStatModifiersField()
bool IsAlignedWithTeam(int TargetingTeam)
float & KnockedOutTorpidityRecoveryRateMultiplierField()
float & DinoTamedLevelUpsBaseMultiplierField()
FieldArray< float, 16 > ReplicatedGlobalCurrentStatusValuesField()
float & HypothermiaDecreaseFoodMultiplierPerDegreeField()
FVector & LastRecordedLocationField()
float & HyperthermalInsulationMultiplierField()
float & TimeBeforeDecreasingTorporAfterExhaustedField()
float & OverDrinkWaterAbsoluteMaximumClampField()
float & GenericEarnXPMultiplierField()
float GetThresholdValueForState(EPrimalCharacterStatusValue::Type valueType, char StateIndex, bool bHighThreshold)
float & DefaultMaxOxygenField()
int GetNumLevelUpsAvailable()
BitFieldValue< bool, unsigned __int32 > bCanSuffocate()
float GetSkillStatModifier(FName SkillStatModifierName)
FieldArray< float, 16 > TamingMaxStatAdditionsField()
float GetExperiencePercent()
bool & bHasUnlockedMaxDinoLevelAchievementThisSessionField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
float & TamedLandDinoSwimSpeedLevelUpEffectivenessField()
float & StaminaRecoveryExtraResourceDecreaseMultiplierField()
float & OverEatFoodDamageMaxPercentField()
float & StarvationHealthConsumptionRateField()
float & OverEatFoodAbsoluteMaximumClampField()
void ServerApplyLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType, AShooterPlayerController *ByPC)
float & ExtraOxygenSpeedStatMultiplierField()
float & TravelXPIntervalField()
bool & bHasUnlockedMaxPlayerLevelAchievementThisSessionField()
float GetSwimmingTemperatureFortitudeMultiplier()
FString * GetStatusStatusDescription(FString *result, EPrimalCharacterStatusValue::Type ValueType)
TArray< UTexture2D * > StatIconOverridesField()
FieldArray< long double, 16 > LastDepletedStatusValuesTimesField()
float & MaxExperiencePointsField()
BitFieldValue< bool, unsigned __int32 > bAllowLevelUps()
UPrimalCharacterStatusComponent * GetDefaultCharacterStatusComponent()
void ClearAllLevelUpPoints(bool bTamedPoints)
float & RunningStaminaConsumptionRateField()
BitFieldValue< bool, unsigned __int32 > bInitializedBaseLevelMaxStatusValues()
void TickStatus(float DeltaTime, bool bForceStatusUpdate)
FieldArray< char, 16 > HideValueField()
float & CrouchedStaminaConsumptionMultiplierField()
void InitializeComponent()
TArray< USoundBase * > ExitStatusStateSoundsField()
void SetBaseLevel(int Level, bool bDontCurrentSetToMax)
void ApplyStatusValueModifiers(float DeltaTime)
float & HyperthermicHealthDecreaseRatePerDegreeField()
float GetCraftingSpeedModifier()
float & StarvationTorpidityIncreaseRateField()
BitFieldValue< bool, unsigned __int32 > bCanSuffocateIfTamed()
float & HyperthermicHealthDecreaseRateBaseField()
FieldArray< char, 16 > CurrentStatusStatesField()
float & InjuredTorpidityIncreaseMultiplierField()
BitFieldValue< bool, unsigned __int32 > bCanGetExhausted()
BitFieldValue< bool, unsigned __int32 > bPreventTamedStatReplication()
float & ExtraWildDinoDamageMultiplierField()
void BPDirectSetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
FieldArray< char, 16 > NumberOfLevelUpPointsAppliedField()
TMap< FName, float, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, float, 0 > > & BuffStatModifiersField()
BitFieldValue< bool, unsigned __int32 > bGainExperienceForTravel()
FString * GetStatusMaxValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType, bool bValueOnly)
void CharacterUpdatedInventory(bool bEquippedOrUneqippedItem)
TArray< FString > & StatusValueNameOverridesField()
float & ShareXPWithTribeRangeField()
float GetSkillStatMultiplier(FName SkillStatModifierName)
float & WeightSpeedDecreasePowerField()
float & InsulationHyperthermiaOffsetExponentField()
float GetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType)
float & ExtraWaterConsumptionMultiplierField()
void UpdatedCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float Amount, bool bManualModification, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bDontAdjustOtherStats)
BitFieldValue< bool, unsigned __int32 > bPreventJump()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustStatusValueModification()
void AddExperience(float HowMuch, bool bShareWithTribe, EXPType::Type XPType, bool bShareWithShip)
bool AreAllVitaminsAtEquilibrium()
float & ExtraFoodConsumptionMultiplierField()
TArray< USoundBase * > EnteredStatusStateSoundsField()
bool IsVitaminAtEquilibrium(EPrimalCharacterStatusValue::Type VitaminType)
float & HyperCharacterInsulationValueField()
float & DehydrationStaminaRecoveryRateField()
float & StaminaToTorporMultiplierField()
FieldArray< float, 4 > OverEquilibriumVitaminsAdditionMultiplierField()
float GetExperienceRequiredForNextLevelUp()
float & OverweightMinSpeedField()
FString & DinoFoodTypeNameField()
void SpawnWildDinoSpecialDeathLoot_Implementation(APrimalDinoCharacter *ForDino, APawn *InstigatingPawn, AActor *DamageCauser)
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToCommandField()
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToRideField()
FString & WakingTameDisplayItemNameOverrideField()
FString & FeedItemInLastSlotStringField()
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToTameField()
float & TamingIneffectivenessNoFoodIncreasePercentageSpeedMultiplierField()
void SpawnWildDinoSpecialDeathLoot(APrimalDinoCharacter *ForDino, APawn *InstigatingPawn, AActor *DamageCauser)
TArray< FDinoFoodEffectivenessMultipliers > & FoodEffectivenessMultipliersField()
FString & FeedToTameStringField()
TArray< FDinoFoodEffectivenessMultipliers > & ExtraFoodEffectivenessMultipliersField()
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToImprintField()
static void StaticRegisterNativesUPrimalDinoSettings()
float & TamingAffinityNoFoodDecreasePercentageSpeedField()
FString & MinLevelForFeedingStringField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString & FeedInLastSlotStringField()
UTexture2D * DinoFoodTypeImageField()
bool & bWakingTameDisplayItemNameField()
BitFieldValue< bool, unsigned __int32 > bGiveBlueprintToPlayerInventory()
FString & ExtraEngramDescriptionField()
TSubclassOf< UPrimalItem > & BluePrintEntryField()
bool IsEngramClassHidden(TSubclassOf< UPrimalItem > ForItemClass)
TEnumAsByte< enum EEngramGroup::Type > & EngramGroupField()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
bool UseEngramRequirementSets()
TArray< FEngramEntries > & EngramRequirementSetsField()
BitFieldValue< bool, unsigned __int32 > bCanBeManuallyUnlocked()
int & RequiredCharacterLevelField()
void ClearHiddenEngramRequirements()
FString * GetEngramDescription(FString *result, AShooterPlayerState *aPlayerState)
int & RequiredEngramPointsField()
bool MeetsEngramRequirements(AShooterPlayerState *aPlayerState, bool bOnlyCheckLevel, bool bDontCheckEngramPreRequirements)
int & MyEngramIndexField()
bool MeetsEngramChainRequirements(AShooterPlayerState *aPlayerState)
int GetRequiredEngramPoints()
FString * GetEngramName(FString *result)
FString * GetEntryString(FString *result)
int GetChainRequiredEngramPoints(TArray< TSubclassOf< UPrimalEngramEntry > > *TestedEntries)
void GetAllChainedPreReqs(AShooterPlayerState *aPlayerState, TArray< TSubclassOf< UPrimalEngramEntry > > *TestedEntries)
UPrimalGameData * PrimalGameDataOverrideField()
UPrimalGameData * PrimalGameDataField()
float & TamedDinoHarvestGiveHealthMultiplierField()
TSubclassOf< UDamageType > & HarvestToolDamageTypeField()
float & DinoHarvestGiveHealthSpeedField()
float & BaseMinTimeAfterDepletionReplenishingField()
unsigned __int32 & bUsableHarvestingField()
unsigned __int32 & bAllowForcedRepopulationField()
FString & UIStringIMeleeHitToHarvestField()
float & DamageInstigatorAmountField()
float & CurrentHarvestHealthField()
bool & ShouldReplenishField()
FString & UseHarvestStringField()
float & ExhaustedDepletionTimeIntervalField()
FString & HarvestableFriendlyNameField()
float & AutoReplenishIntervalField()
float & UseHarvestDamageAmountField()
float & HarvestHealthGiveResourceIntervalField()
float & MinNonCoreStructureDistanceReplenishingField()
TArray< FHarvestResourceEntry > & HarvestResourceEntriesField()
float & AutoReplenishPercentField()
FString & UIStringCantHarvestUnderwaterField()
FAttachedInstancedHarvestingElement * ActiveInstancedElementField()
float & MaxHarvestHealthField()
FString & DescriptiveNameField()
unsigned __int32 & bNonBlockingUsableHarvestingField()
TArray< FComponentAttachmentEntry > & AdditionalComponentAttachmentsDedicatedField()
int & DinoHarvestGiveHealthDescriptionIndexField()
float & ExhaustedDepletionEffectScaleField()
int & GiveItemEntriesMaxField()
TArray< FHarvestResourceEntry > & BaseHarvestResourceEntriesField()
float & MinStructureDistanceReplenishingField()
bool & bIsUnharvestableField()
static void StaticRegisterNativesUPrimalHarvestingComponent()
TArray< FComponentAttachmentEntry > & AdditionalComponentAttachmentsField()
unsigned __int32 & bIsSingleUnitHarvestField()
float & UsableHarvestSphereRadiusField()
unsigned __int32 & bClampResourceHarvestDamageField()
float & ReduceExhaustedDepletionSpeedField()
float & ExtraHarvestingXPMultiplierField()
float & MinPlayerDistanceReplenishingField()
unsigned __int32 & bUsableAllowHarvestHealthScalingField()
FString & UnequipWeaponToUseHarvestStringField()
bool TemplateCheckForHarvestRepopulation(bool bForceReinit, UWorld *world, FVector *where)
int & GiveItemEntriesMinField()
TArray< FDamageHarvestingEntry > & HarvestDamageTypeEntriesField()
FString & UIStringHarvestRequiresToolField()
TArray< TSubclassOf< UDamageType > > & ForceAllowMeleeHarvestingOverridesField()
unsigned __int32 & bIsDefaultHarvestingComponentField()
float & HarvestingPriorityField()
float & ExhaustedDepletionPowerField()
TSubclassOf< UDamageType > & SickleDamageTypeField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
unsigned __int32 & bSetOwnerHealthToHarvestHealthField()
unsigned __int32 & bAllowHarvestHealthScalingField()
TSubclassOf< UDamageType > & UseHarvestDamageTypeField()
float & DinoHarvestGiveHealthAmountField()
float & BaseMaxTimeAfterDepletionReplenishingField()
unsigned __int32 & bUseBPAdjustHarvestDamageField()
TSubclassOf< ADroppedItem > & DroppedItemTemplateOverrideField()
UPrimalItem * AddItemObjectEx(UPrimalItem *anItem, bool bEquipItem, bool AddToSlot, bool bDontStack, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer)
void ServerMakeRecipeItem(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)
BitFieldValue< bool, unsigned __int32 > bCheckForAutoCraftBlueprints()
float & OverrideItemsCraftingTimeField()
TMap< enum EPrimalEquipmentType::Type, UPrimalItem *, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum EPrimalEquipmentType::Type, UPrimalItem *, 0 > > EquippedItemsMapField()
void BPInitializeInventory()
void SetNextItemConsumptionID(FItemNetID NextItemID)
TArray< TSubclassOf< UPrimalItem > > & ForceAllowItemStackingsField()
void UsedItem(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxInventoryItems()
TArray< FItemSpawnActorClassOverride > & ItemSpawnActorClassOverridesField()
bool & bAllowAddColorsOnClientField()
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryOnlyAllowTribe()
void ServerRepairItem(FItemNetID *itemID, AShooterPlayerController *ByPC, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)
TArray< TSubclassOf< UPrimalItem > > & RemoteAddItemPreventItemClassesField()
bool IsCraftingAllowed(UPrimalItem *anItem)
bool AllowAddInventoryItem(UPrimalItem *anItem, int *requestedQuantity, bool OnlyAddAll)
BitFieldValue< bool, unsigned __int32 > bAllowRemoteRepairing()
int GetCurrentNumInventoryItems()
FRotator & DropItemRotationOffsetField()
UPrimalItem * BPGetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, bool bRequiresExactClassMatch, bool bIgnoreSlotItems, bool bOnlyArkItems, bool bPreferEngram, bool bIsForCraftingConsumption, bool bIgnoreBrokenItems)
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryRefresh()
BitFieldValue< bool, unsigned __int32 > bHideDefaultInventoryItemsFromDisplay()
void LocalUseItemSlot(int slotIndex, bool bForceCraft)
BitFieldValue< bool, unsigned __int32 > bForceAllowAllUseInInventory()
int & AbsoluteMaxInventoryItemsField()
UPrimalItem * AddItem(FItemNetInfo *theItemInfo, bool bEquipItem, bool AddToSlot, bool bDontStack, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bIgnoreAbsoluteMaxInventory)
TArray< FItemCraftingConsumptionReplenishment > & ItemCraftingConsumptionReplenishmentsField()
BitFieldValue< bool, unsigned __int32 > bIsCookingInventory()
int BPIncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, UPrimalItem *UseSpecificItem, bool bDontExceedMaxItems)
bool BPIsCraftingAllowed(UPrimalItem *anItem)
void ServerCraftItem(FItemNetID *itemID, AShooterPlayerController *ByPC)
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems3Field()
float BPOverrideItemMinimumUseInterval(UPrimalItem *theItem)
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
char & TribeGroupInventoryRankField()
bool BPRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer)
AActor * CraftedBlueprintSpawnActor(TSubclassOf< UPrimalItem > ForItemClass, TSubclassOf< AActor > ActorClassToSpawn)
FString & RemoteInventoryDescriptionStringNewField()
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryOnlyAllowSelf()
static void StaticRegisterNativesUPrimalInventoryComponent()
BitFieldValue< bool, unsigned __int32 > bShowItemDefaultFolders()
TArray< float > & DefaultInventoryItemsRandomCustomStringsWeightsField()
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemQuantityUpdated()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreCraftingRequiresInventoryComponent()
int & MaxItemCraftQueueEntriesField()
TArray< FItemCraftQueueEntry > & ItemCraftQueueEntriesField()
int & DisplayDefaultItemInventoryCountField()
void AddToCraftQueue(UPrimalItem *anItem, AShooterPlayerController *ByPC, bool bIsRepair, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)
BitFieldValue< bool, unsigned __int32 > bSetCraftingEnabledCheckForAutoCraftBlueprints()
bool HasItemsEquipped(TArray< TSubclassOf< UPrimalItem > > *ItemTemplates, bool bRequiresExactClassMatch, bool bOnlyArkItems, bool bEnsureAllItems)
BitFieldValue< bool, unsigned __int32 > bBPForceCustomRemoteInventoryAllowRemoveItems()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreItemBlueprintCraftingRequiresEngram()
float & MaxRemoteInventoryViewingDistanceField()
float & NumItemSetsPowerField()
BitFieldValue< bool, unsigned __int32 > bUseBPRemoteInventoryAllowViewing()
float & ItemSetExtraItemQuantityByQualityMultiplierField()
void SwapCustomFolder(FString CFolder1, FString CFolder2, int DataListType)
TArray< UPrimalItem * > CraftingItemsField()
TArray< FActorClassAttachmentInfo > & WeaponAsEquipmentAttachmentInfosField()
float & MaxItemCooldownTimeClearField()
int & InventoryWheelCategoryNumField()
BitFieldValue< bool, unsigned __int32 > bBPHandleAccessInventory()
bool IsLocalToPlayer(AShooterPlayerController *ForPC)
static UPrimalInventoryComponent * GiveLootItemsToInventory(UPrimalInventoryComponent *Inventory, FSupplyCrateValuesOverride *LootCrateValues, bool bReturnLootInventory)
long double & LastAddToCraftQueueSoundTimeField()
float GetOverrideItemCraftingTime_Implementation(UPrimalItem *TheItem)
void BPNotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
void SwapInventoryItems(FItemNetID *itemID1, FItemNetID *itemID2)
void ClientItemMessageNotification(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)
TSubclassOf< UPrimalItem > & EngramRequirementClassOverrideField()
int & DefaultCraftingQuantityMultiplierField()
bool AddToFolders(TArray< FString > *FoldersFound, UPrimalItem *anItem)
void ServerUseItemWithItem(FItemNetID *itemID1, FItemNetID *itemID2, int AdditionalData)
BitFieldValue< bool, unsigned __int32 > bBPRemoteInventoryAllowRemoveItems()
TSubclassOf< UPrimalSupplyCrateItemSets > & ItemSetsOverrideField()
BitFieldValue< bool, unsigned __int32 > bEquipmentForceIgnoreExplicitOwnerClass()
void NotifyItemAdded(UPrimalItem *theItem, bool bEquippedItem)
bool AllowAddInventoryItem_MaxQuantity(UPrimalItem *anItem, const int *requestedQuantityIn, int *requestedQuantityOut)
bool IsRepairingAllowed()
BitFieldValue< bool, unsigned __int32 > bIsInInventoryRefresh()
float & CachedInventoryWeightField()
long double & LastInventoryRefreshTimeField()
void ServerUpgradeItem(FItemNetID *itemID, AShooterPlayerController *ByPC, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
BitFieldValue< bool, unsigned __int32 > bCanEquipItems()
int & ForceDefaultInventoryRefreshVersionField()
float GetIndirectTorpidityIncreaseMultiplierScale()
int & ForceRemoveMaxQuantityField()
bool & bHasBeenRegisteredField()
BitFieldValue< bool, unsigned __int32 > bPreventInventoryViewTrace()
void NotifyCraftedItem(UPrimalItem *anItem)
void NotifyClientsDurabilityChange(UPrimalItem *anItem)
void CheckForAutoCraftBlueprints()
void OnComponentCreated()
BitFieldValue< bool, unsigned __int32 > bBPAllowUseInInventory()
bool RemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int *anItemQuantityOverride, bool bRequestedByPlayer)
bool GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, APrimalStructure **LandedOnStructure, AActor *IgnoreActor, bool bCheckAnyStationary, UPrimitiveComponent **LandedOnComponent)
bool BPPreventEquipItem(UPrimalItem *theItem)
void BPInitializedInventory()
BitFieldValue< bool, unsigned __int32 > bAllowRemoteCrafting()
TArray< UPrimalItem * > EquippedItemsField()
void RemoveItemCrafting(UPrimalItem *craftingItem)
TArray< TSubclassOf< UPrimalItem > > & DefaultSlotItemsField()
void ServerAddItemToSlot_Implementation(FItemNetID ItemID, int SlotIndex)
TArray< TSubclassOf< UPrimalItem > > & DefaultEquippedItemSkinsField()
bool BPRemoteInventoryAllowAddItem_SpecificQuantity(AShooterPlayerController *PC, UPrimalItem *anItem, const int *SpecificQuantityIn, int *SpecificQuantityOut)
void ConsumeMultipleUniqueItemTemplateQuantities(TSubclassOf< UPrimalItem > ParentClass, int QuantityCount, int UniqueItemsNeeded)
void ActivePlayerInventoryTick(float DeltaTime)
bool RemoteInventoryAllowCraftingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)
BitFieldValue< bool, unsigned __int32 > bReceivingInventoryItems()
BitFieldValue< bool, unsigned __int32 > bPreventDropInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bDisableDropItems()
TArray< unsigned char > & DefaultEngramsField()
TArray< FItemMultiplier > & ItemSpoilingTimeMultipliersField()
void InventoryViewersStopLocalSound(USoundBase *aSound)
BitFieldValue< bool, unsigned __int32 > bForceInventoryBlueprints()
TArray< float > & SetQuantityWeightsField()
int OverrideNewCraftingGivemItemCount(UPrimalItem *TheItem)
int & OverrideInventoryItemsMaxItemQuantityField()
void BPAccessedInventory(AShooterPlayerController *ForPC)
void RemoteDeleteCustomFolder(FString *CFolderName, int InventoryCompType)
FString & ForceAddToFolderField()
bool AllowAddInventoryItem_OnlyAddAll(UPrimalItem *anItem)
bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
bool BPCustomRemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int anItemQuantityOverride, bool bRequestedByPlayer)
BitFieldValue< bool, unsigned __int32 > bUseCheatInventory()
BitFieldValue< bool, unsigned __int32 > bItemSetsRandomizeColors()
bool BPRemoteInventoryAllowCrafting(AShooterPlayerController *PC)
bool CanEquipItem(UPrimalItem *anItem)
void DropItem(FItemNetInfo *theInfo, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation)
float GetItemWeightMultiplier(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bForceRemoteInvOpenAlphabeticalDsc()
void RemoteAddItemToCustomFolder(FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
bool IsServerCustomFolder(int InventoryCompType)
void ClientItemMessageNotification_Implementation(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)
void BPNotifyItemRemoved(UPrimalItem *anItem)
void ClientUpdateFreeCraftingMode_Implementation(bool bNewFreeCraftingModeValue)
BitFieldValue< bool, unsigned __int32 > bAllowItemStacking()
UPrimalItem * FindItem(FItemNetID *ItemID, bool bEquippedItems, bool bAllItems, int *itemIdx)
void ClearCraftQueue(bool bForceClearActiveCraftRepair)
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowAddCustomFolders()
int IncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, UPrimalItem **UseSpecificItem, UPrimalItem **IncrementedItem, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bDontExceedMaxItems)
BitFieldValue< bool, unsigned __int32 > bAddMaxInventoryItemsToDefaultItems()
int & InvUpdatedFrameField()
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemRemoved()
TArray< UPrimalItem * > InventoryItemsField()
bool RemoteInventoryAllowViewing(AShooterPlayerController *PC)
void ServerSplitItemStack(FItemNetID ItemID, int AmountToSplit)
void ClientFinishReceivingItems(bool bEquippedItems)
TArray< TSubclassOf< UPrimalItem > > & LastUsedItemClassesField()
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
void BPInventoryRefresh()
bool IsValidCraftingResource(UPrimalItem *theItem)
BitFieldValue< bool, unsigned __int32 > bMaxInventoryWeightUseCharacterStatus()
USoundBase * OpenInventorySoundField()
void BPRequestedInventoryItems(AShooterPlayerController *forPC)
FItemNetID & NextItemConsumptionIDField()
AShooterPlayerController * GetOwnerController()
BitFieldValue< bool, unsigned __int32 > bSpawnActorOnTopOfStructure()
BitFieldValue< bool, unsigned __int32 > bReplicateComponent()
float & ItemSetExtraItemQuantityByQualityPowerField()
float & MaxItemSetsField()
void ConsumeArmorDurability(float ConsumptionAmount, bool bAllArmorTypes, EPrimalEquipmentType::Type SpecificArmorType)
BitFieldValue< bool, unsigned __int32 > bAllowRemoteInventory()
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowAddItems()
int GetFirstUnoccupiedSlot(AShooterPlayerState *forPlayerState, UPrimalItem *forItem)
bool AllowAddInventoryItem_AnyQuantity(UPrimalItem *anItem)
TArray< FName > & InventoryOwnerTagsField()
void StopAllCraftingRepairing()
TArray< UPrimalItem * > AllDyeColorItemsField()
BitFieldValue< bool, unsigned __int32 > bRemoteOnlyAllowBlueprintsOrItemClasses()
BitFieldValue< bool, unsigned __int32 > bPreventSendingData()
float & MaxInventoryWeightField()
BitFieldValue< bool, unsigned __int32 > bUseViewerInventoryForCraftingResources()
static ADroppedItem * StaticDropNewItemWithInfo(AActor *forActor, FItemNetInfo *ItemInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
float & GenerateItemSetsQualityMultiplierMaxField()
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems4Field()
void CheckInventorySpoilings()
BitFieldValue< bool, unsigned __int32 > bAllowWorldSettingsInventoryComponentAppends()
bool IsOwnerMarkedForSeamlessTravel()
TArray< TEnumAsByte< enum EPrimalEquipmentType::Type > > & EquippableItemTypesField()
void CheckReplenishSlotIndex(int slotIndex, TSubclassOf< UPrimalItem > ClassCheckOverride)
TArray< unsigned char > & DefaultEngrams3Field()
bool BPPreventWeaponEquip(UPrimalItem *anItem)
TArray< TSubclassOf< UPrimalInventoryComponent > > & ForceAllowCraftingForInventoryComponentsField()
bool LoadAdditionalStructureEngrams()
void UpdateNetWeaponClipAmmo(UPrimalItem *anItem, int ammo)
void ClientStartReceivingItems(bool bEquippedItems)
TArray< UPrimalItem * > * FindBrushColorItem(TArray< UPrimalItem * > *result, __int16 ArchIndex)
bool IsAtMaxInventoryItems()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
UPrimalItem * GetEquippedItemOfClass(TSubclassOf< UPrimalItem > ItemClass, bool bAllowInactiveEquipment)
void OverrideCraftingResourceRequirements(UPrimalItem *TheItem)
void GiveInitialItems(bool SkipEngrams)
bool RemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int *requestedQuantity, bool bRequestedByPlayer, bool bRequestDropping)
TArray< TSubclassOf< UPrimalItem > > & RemoteAddItemOnlyAllowItemClassesField()
void CheckRefreshDefaultInventoryItems()
TArray< FItemMultiplier > & MaxItemTemplateQuantitiesField()
float GetOverrideItemCraftingTime(UPrimalItem *TheItem)
float & ActiveInventoryRefreshIntervalField()
int & MaxInventoryItemsField()
TArray< UPrimalItem * > * FindColorItem(TArray< UPrimalItem * > *result, FColor theColor, bool bEquippedItems)
BitFieldValue< bool, unsigned __int32 > bCraftingEnabled()
TArray< FSupplyCrateItemSet > & ItemSetsField()
BitFieldValue< bool, unsigned __int32 > bSetsRandomWithoutReplacement()
BitFieldValue< bool, unsigned __int32 > bOverrideCraftingResourceRequirements()
bool CanInventoryItem(UPrimalItem *anItem)
void ServerAddItemToSlot(FItemNetID ItemID, int SlotIndex)
bool AllowCraftingResourceConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
BitFieldValue< bool, unsigned __int32 > bGetDataListEntriesOnlyRootItems()
BitFieldValue< bool, unsigned __int32 > bEquipmentPlayerForceRequireExplicitOwnerClass()
BitFieldValue< bool, unsigned __int32 > bCanInventoryItems()
BitFieldValue< bool, unsigned __int32 > bUseExtendedCharacterCraftingFunctionality()
BitFieldValue< bool, unsigned __int32 > bFreeCraftingMode()
BitFieldValue< bool, unsigned __int32 > bConsumeCraftingRepairingRequirementsOnStart()
TArray< float > & SetQuantityValuesField()
FVector & GroundDropTraceLocationOffsetField()
TArray< TSubclassOf< UPrimalItem > > & OnlyAllowCraftingItemClassesField()
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidCraftingResource()
BitFieldValue< bool, unsigned __int32 > bUseBPFirstInit()
int & OverrideInventoryDefaultTabField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)
BitFieldValue< bool, unsigned __int32 > bUseParentStructureIsValidCraftingResource()
bool HasItemOfSameType(UClass *ItemClass)
bool BPIsValidCraftingResource(UPrimalItem *theItem)
void NotifyItemRemoved(UPrimalItem *theItem)
BitFieldValue< bool, unsigned __int32 > bOverrideCraftingMinDurabilityRequirement()
USoundBase * ItemRemovedBySoundField()
BitFieldValue< bool, unsigned __int32 > bInitializeInventoryToClients()
AShooterHUD * GetLocalOwnerHUD()
TArray< UPrimalItem * > ArkTributeItemsField()
FString * OverrideItemUseString(FString *result, UPrimalItem *TheItem, FString *UseString)
BitFieldValue< bool, unsigned __int32 > bUseCraftQueue()
void BPNotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bPreventAutoDecreaseDurability()
void RemoveCustomFolder(AShooterPlayerController *PC, FString FolderName, int InventoryCompType)
UPrimalItem * AddItemObject(UPrimalItem *anItem)
float & CraftingItemSpeedField()
void AddCustomFolder(FString CFolder, int InventoryCompType)
BitFieldValue< bool, unsigned __int32 > bDropPhysicalInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bUseBPRemoteInventoryAllowCrafting()
float & DefaultCraftingRequirementsMultiplierField()
BitFieldValue< bool, unsigned __int32 > bGivesAchievementItems()
TArray< TSubclassOf< UPrimalItem > > & TamedDinoForceConsiderFoodTypesField()
void InitializeInventory()
BitFieldValue< bool, unsigned __int32 > bSupressInventoryItemNetworking()
BitFieldValue< bool, unsigned __int32 > bConfigOverriden()
bool IsLocalInventoryViewer()
TArray< unsigned char > & DefaultEngrams4Field()
bool GenerateCrateItems(float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp)
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemAdded()
void NotifyClientsItemStatus(UPrimalItem *anItem, bool bEquippedItem, bool bRemovedItem, bool bOnlyUpdateQuantity, bool bOnlyUpdateDurability, bool bOnlyNotifyItemSwap, UPrimalItem *anItem2, FItemNetID *InventoryInsertAfterItemID, bool bUsedItem, bool bNotifyCraftQueue, bool ShowHUDNotification, bool bOnlyUpdateSpoilingTimes, bool bOnlyRemovedFromSlot, bool bOnlyFinishedUseSlotTimeRemaining)
float OverrideItemMinimumUseInterval(UPrimalItem *theItem)
UPrimalItem * GetEquippedItemOfType(EPrimalEquipmentType::Type aType, bool bAllowInactiveEquipment)
TArray< FItemMultiplier > & ItemClassWeightMultipliersField()
FItemNetID & NextItemSpoilingIDField()
void BPCraftingFinishedNotification(UPrimalItem *itemToBeCrafted)
BitFieldValue< bool, unsigned __int32 > bIsTributeInventory()
void AddItemCrafting(UPrimalItem *craftingItem)
BitFieldValue< bool, unsigned __int32 > bOnlyOneCraftQueueItem()
TArray< FString > & ServerCustomFolderField()
float GetDamageTorpidityIncreaseMultiplierScale()
void ClientUpdateFreeCraftingMode(bool bNewFreeCraftingModeValue)
USoundBase * CloseInventorySoundField()
bool OverrideUseItem(UPrimalItem *theItem)
bool RemoteInventoryAllowRepairingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)
void ForceRefreshInventoryWeight()
bool HasMultipleUniqueItemTemplateQuantities(TSubclassOf< UPrimalItem > ParentClass, int QuantityCount, int UniqueItemsNeeded, TArray< TSubclassOf< UPrimalItem > > *ItemsFound, TArray< int > *QuantitiesFound)
TArray< TSubclassOf< UPrimalItem > > & CheatInventoryItemsField()
BitFieldValue< bool, unsigned __int32 > bInitializedMe()
BitFieldValue< bool, unsigned __int32 > bForceInventoryNonRemovable()
BitFieldValue< bool, unsigned __int32 > bForceInventoryNotifyCraftingFinished()
TArray< FString > * GetCustomFolders(TArray< FString > *result, int InventoryCompType)
float & GenerateItemSetsQualityMultiplierMinField()
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bUseBPInitializeInventory()
int OverrideNewCraftingGivemItemCount_Implementation(UPrimalItem *TheItem)
bool & bLastPreventUseItemSpoilingTimeMultipliersField()
void InitDefaultInventory()
void InventoryViewersPlayLocalSound(USoundBase *aSound, bool bAttach)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< UPrimalItem * > DinoAutoHealingItemsField()
void ServerSplitItemStack_Implementation(FItemNetID ItemID, int AmountToSplit)
bool & bDirtiedInventoryWeightField()
void OnComponentDestroyed()
bool AllowBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
void SetCraftingEnabled(bool bEnable)
void ServerMergeItemStack_Implementation(FItemNetID ItemID)
BitFieldValue< bool, unsigned __int32 > bCanUseWeaponAsEquipment()
FString & InventoryNameOverrideField()
static ADroppedItem * StaticDropNewItem(AActor *forActor, TSubclassOf< UPrimalItem > AnItemClass, float ItemQuality, bool bForceNoBlueprint, int QuantityOverride, bool bForceBlueprint, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
TArray< APrimalCharacter * > ForcedInventoryViewersField()
BitFieldValue< bool, unsigned __int32 > bAllDefaultInventoryIsEngrams()
BitFieldValue< bool, unsigned __int32 > bShowHiddenRemoteInventoryItems()
bool RemoveItem(FItemNetID *itemID, bool bDoDrop, bool bSecondryAction, bool bForceRemoval, bool showHUDMessage)
BitFieldValue< bool, unsigned __int32 > bRepairingEnabled()
BitFieldValue< bool, unsigned __int32 > bDataListPadMaxInventoryItems()
int OverrideNewCraftingGivemItemQuantity(UPrimalItem *TheItem)
BitFieldValue< bool, unsigned __int32 > bGenerateItemsForceZeroQuality()
USoundBase * OverrideCraftingFinishedSoundField()
FString & InventoryAccessStringOverrideField()
FString * OverrideItemCraftingDescription(FString *result, UPrimalItem *TheItem, FString *CraftingDesc)
void UpdateTribeGroupInventoryRank_Implementation(char NewRank)
BitFieldValue< bool, unsigned __int32 > bDisableDropAllItems()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void BPPreInitDefaultInventory()
void BPPostInitDefaultInventory()
void BPDropInventoryDepositEx(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, float DropInventoryOnGroundTraceDistance, bool bForceDrop)
TArray< unsigned char > & DefaultEngrams2Field()
void ServerUseInventoryItem(FItemNetID *itemID, AShooterPlayerController *ByPC)
void TickCraftQueue(float DeltaTime, AShooterGameState *theGameState)
UPrimalItem * BPFindItemWithID(int ItemID1, int ItemID2)
void BPDropInventoryDeposit(long double DestroyAtTime, bool bPreventSendingData)
void DeleteItemFromCustomFolder(AShooterPlayerController *PC, FString CFolder, FItemNetID ItemId, int InventoryCompType)
bool RefreshItemSpoilingTimes(bool bSendToClients)
TArray< double > & LastUsedItemTimesField()
float & MaxInventoryAccessDistanceField()
void RemoteDeleteItemFromCustomFolder(AShooterPlayerController *PC, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
void ServerRemoveItemFromSlot_Implementation(FItemNetID ItemID)
BitFieldValue< bool, unsigned __int32 > bEquipmentMustRequireExplicitOwnerClass()
void SetNextItemConsumptionID_Implementation(FItemNetID NextItemID)
FString * GetInventoryName(FString *result, bool bIsEquipped)
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItemsField()
float GetInventoryWeight()
float GetEquippedArmorRating(EPrimalEquipmentType::Type equipmentType)
bool BPRemoteInventoryAllowViewing(AShooterPlayerController *PC)
void SetNextItemSpoilingID_Implementation(FItemNetID NextItemID)
void ServerViewRemoteInventory(AShooterPlayerController *ByPC)
void UpdateTribeGroupInventoryRank(char NewRank)
UPrimalItem * FindInventoryStackableItemCompareQuantity(TSubclassOf< UPrimalItem > ItemClass, bool bFindLeastQuantity, UPrimalItem *StacksWithAndIgnoreItem)
void SetNextItemSpoilingID(FItemNetID NextItemID)
void BPAddCustomFolder(FString CFolder, int InventoryCompType)
bool OverrideBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
BitFieldValue< bool, unsigned __int32 > bHideRemoteInventoryPanel()
float & MinItemSetsField()
BitFieldValue< bool, unsigned __int32 > bForceShowAllEngrams()
TArray< FString > & DefaultInventoryItemsRandomCustomStringsField()
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowRemoveItems()
static ADroppedItem * StaticDropItem(AActor *forActor, FItemNetInfo *theInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector *DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
BitFieldValue< bool, unsigned __int32 > bReceivingEquippedItems()
long double GetLatestItemClassUseTime(TSubclassOf< UPrimalItem > ItemClass)
FString * OverrideItemCraftingDescription_Implementation(FString *result, UPrimalItem *TheItem, FString *CraftingDesc)
void ServerRequestItems(AShooterPlayerController *forPC, bool bEquippedItems, bool bIsFirstSpawn, bool allowLocalController)
void ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)
bool BPAllowUseInInventory(UPrimalItem *theItem, bool bIsRemoteInventory, AShooterPlayerController *ByPC)
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems2Field()
TSubclassOf< UPrimalItem > & ItemSetExtraItemClassField()
TArray< TSubclassOf< UPrimalItem > > & DefaultEquippedItemsField()
BitFieldValue< bool, unsigned __int32 > bOverrideInventoryDepositClassDontForceDrop()
int GetCraftQueueResourceCost(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreFirstItem)
int & SavedForceDefaultInventoryRefreshVersionField()
BitFieldValue< bool, unsigned __int32 > bUseBPIsCraftingAllowed()
bool DropInventoryDeposit(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, APrimalStructureItemContainer **DepositStructureResult, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, unsigned __int64 DeathCacheCharacterID, float DropInventoryOnGroundTraceDistance, bool bForceDrop)
void ServerRemoveItemFromSlot(FItemNetID ItemID)
float GetTotalDurabilityOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate)
TArray< UPrimalItem * > ItemSlotsField()
BitFieldValue< bool, unsigned __int32 > bUseViewerInventoryForCraftedItem()
BitFieldValue< bool, unsigned __int32 > bForceGenerateItemSets()
int GetItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreItem, bool bIgnoreBlueprints, bool bCheckValidForCrafting, bool bRequireExactClassMatch)
void ServerForceMergeItemStack_Implementation(FItemNetID Item1ID, FItemNetID Item2ID)
BitFieldValue< bool, unsigned __int32 > bInitializedDefaultInventory()
void RemoveItemSpoilingTimer(UPrimalItem *theItem)
USoundBase * ItemCraftingSoundOverrideField()
int GetMaxInventoryItems(bool bIgnoreHiddenDefaultInventory)
static UClass * StaticClass()
BitFieldValue< bool, unsigned __int32 > bAllowDeactivatedCrafting()
TArray< TWeakObjectPtr< AShooterPlayerController > > & RemoteViewingInventoryPlayerControllersField()
float GetTotalEquippedItemStat(EPrimalItemStat::Type statType)
bool ServerEquipItem(FItemNetID *itemID)
TArray< float > & DefaultInventoryQualitiesField()
TArray< FSupplyCrateItemSet > & AdditionalItemSetsField()
UPrimalItem * GetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, UPrimalItem *CheckCanStackWithItem, bool bRequiresExactClassMatch, int *CheckCanStackWithItemQuantityOverride, bool bIgnoreSlotItems, bool bOnlyArkTributeItems, bool bPreferEngram, bool bIsForCraftingConsumption, bool bIgnoreBrokenItems)
void ServerForceMergeItemStack(FItemNetID Item1ID, FItemNetID Item2ID)
bool BPRemoteInventoryAllowAddItem(AShooterPlayerController *PC, UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bBPOverrideItemMinimumUseInterval()
BitFieldValue< bool, unsigned __int32 > bPreventCraftingResourceConsumption()
void SetEquippedItemsOwnerNoSee(bool bNewOwnerNoSee, bool bForceHideFirstPerson)
BitFieldValue< bool, unsigned __int32 > bBPForceCustomRemoteInventoryAllowAddItems()
void NotifyCraftingItemConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int amount)
bool BPCustomRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int requestedQuantity, bool bRequestedByPlayer)
void ServerCloseRemoteInventory(AShooterPlayerController *ByPC)
bool BPRemoteInventoryAllowAddItems(AShooterPlayerController *PC)
void ServerMakeRecipeItem_Implementation(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)
UPrimalCharacterStatusComponent * GetCharacterStatusComponent()
long double & LastRefreshCheckItemTimeField()
int & ExtraItemCategoryFlagsField()
static void StaticRegisterNativesUPrimalItem()
void ApplyingSkinOntoItem(UPrimalItem *ToOwnerItem, bool bIsFirstTime)
BitFieldValue< bool, unsigned __int32 > bEquipmentHatHideItemFacialHair()
BitFieldValue< bool, unsigned __int32 > bPreventMultipleCraftsAtOnce()
long double & LastSpoilingInventorySlotCheckTimeField()
TEnumAsByte< enum EPrimalItemType::Type > & MyItemTypeField()
int & MinRandomUpgradeLevelsField()
BitFieldValue< bool, unsigned __int32 > bIsInitialItem()
int & CraftingGivesItemQuantityOverrideField()
TSubclassOf< ADroppedItem > & DroppedItemTemplateOverrideField()
bool BPPreventPlacingStructure()
FString * BPGetItemName(FString *result, FString *ItemNameIn, AShooterPlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bOnlyCanUseInFalling()
float & UseDecreaseDurabilityMinField()
TArray< FCustomItemData > & CustomItemDatasField()
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalWeaponTemplate()
void Use(bool bOverridePlayerInput)
BitFieldValue< bool, unsigned __int32 > bRestoreDurabilityWhenColorized()
BitFieldValue< bool, unsigned __int32 > bDragClearDyedItem()
float & ResourceRequirementIncreaseRatingPowerField()
void BlueprintEquipped(bool bIsFromSaveGame)
BitFieldValue< bool, unsigned __int32 > bEquippedActive()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCraftingConsumption()
BitFieldValue< bool, unsigned __int32 > bItemSkinAllowEquipping()
float BPGetItemStatGroupModifier(FName StatGroupName, bool bOnlyUseBaseVal, bool bOnlyUseUpgradeVal)
bool CanUse(bool bIgnoreCooldown)
FString * GetEntryCategoryString(FString *result)
float & Ingredient_StaminaIncreasePerQuantityField()
FString * GetItemStatString(FString *result, EPrimalItemStat::Type statType, bool bShortString)
BitFieldValue< bool, unsigned __int32 > bUseItemStats()
UMaterialInterface * NetDroppedMeshMaterialOverrideField()
bool MeetRepairingRequirements(UPrimalInventoryComponent *compareInventoryComp, bool bIsForCraftQueueAddition)
BitFieldValue< bool, unsigned __int32 > bCanBeBlueprint()
TArray< TSubclassOf< AActor > > & UseRequiresOwnerActorClassesField()
FString & CustomItemNameField()
int & BuildStructuresMaxToAllowRemovalField()
BitFieldValue< bool, unsigned __int32 > bCopyItemDurabilityFromCraftingResource()
TArray< TSubclassOf< UPrimalItem > > & EquippingRequiresEngramsField()
FieldArray< unsigned __int16, 8 > ItemStatUpgradesField()
UAnimSequence * OverrideDinoRiderMoveAnimationField()
int & ItemQuantityField()
TArray< FName > & EquipRequiresExplicitOwnerTagsField()
long double & DroppedNextSpoilingTimeField()
float & NewBaseCraftingXPField()
TArray< TEnumAsByte< enum ESoilType > > & SeedSoilTypesIncludeField()
BitFieldValue< bool, unsigned __int32 > bAutoCraftBlueprint()
void InventoryLoadedFromSaveGame()
TArray< FUseItemAddCharacterStatusValue > & UseItemAddCharacterStatusValuesField()
TSubclassOf< AShooterWeapon > & WeaponTemplateField()
TSet< FName, DefaultKeyFuncs< FName, 0 >, FDefaultSetAllocator > & AttachmentsUsingSocketsField()
float & EggAlertDinosAggroRadiusField()
BitFieldValue< bool, unsigned __int32 > bUseBPAllowAttachment()
TSubclassOf< ADroppedItem > & DroppedItemTemplateForSecondryActionField()
void RemoveWeaponAccessory()
UTexture2D * FPVHandsMeshTextureMaskField()
TArray< TSubclassOf< AActor > > & EquipRequiresExplicitOwnerClassesField()
BitFieldValue< bool, unsigned __int32 > bThrowUsesSecondaryActionDrop()
float & DurabilityDecreaseMultiplierField()
bool BPForceAllowRemoteAddToInventory(UPrimalInventoryComponent *toInventory)
BitFieldValue< bool, unsigned __int32 > bDurabilityRequirementIgnoredInWater()
float & CropMaxFruitFertilizerConsumptionRateField()
TSubclassOf< UPrimalItem > & ItemClassToUseAsInitialCustomDataField()
int & FPVItemMeshTextureMaskMaterialIndexField()
BitFieldValue< bool, unsigned __int32 > bInitializedItem()
BitFieldValue< bool, unsigned __int32 > bUpdateWeightOnDurabilityRestored()
long double & LastSpoilingTimeField()
UStaticMesh * NetDroppedMeshOverrideField()
float & UseRequiresItemSlotTimeField()
bool CheckAutoCraftBlueprint()
TArray< FCraftingResourceRequirement > & BaseCraftingResourceRequirementsField()
FieldArray< FItemStatInfo, 8 > ItemStatInfosField()
long double & LastTimeToShowInfoField()
FString * BPGetItemDescription(FString *result, FString *InDescription, bool bGetLongDescription, AShooterPlayerController *ForPC)
TArray< TEnumAsByte< enum ESoilType > > & SeedSoilTypesExcludeField()
BitFieldValue< bool, unsigned __int32 > bItemSkinIgnoreSkinIcon()
float & ResourceRequirementRatingScaleField()
void SetOwnerNoSee(bool bNoSee, bool bForceHideFirstPerson)
BitFieldValue< bool, unsigned __int32 > bUseSlottedTick()
void LocalUse(AShooterPlayerController *ForPC)
TArray< float > & ItemQualityCraftingResourceRequirementsMultipliersField()
bool GetCustomItemData(FName CustomDataName, FCustomItemData *OutData)
void RemovedSkinFromItem(UPrimalItem *FromOwnerItem, bool bIsFirstTime)
bool IsValidForCrafting()
void BlueprintUnequipped()
UTexture2D * GetItemIcon(AShooterPlayerController *ForPC)
TArray< FActorClassAttachmentInfo > & ActorClassAttachmentInfosField()
TArray< FQualityTierCraftingResourceRequirements > & QualityTierExtraCraftingResourceRequirementsField()
int GetEngramRequirementLevel()
int & NewFPVHandsMeshTextureMaskMaterialIndexField()
FieldArray< unsigned __int16, 8 > ItemStatValuesField()
BitFieldValue< bool, unsigned __int32 > bUseBPConsumeProjectileImpact()
float & ItemRatingField()
float GetItemStatModifier(EPrimalItemStat::Type statType)
int & EggRandomMutationsMaleField()
int & TempSlotIndexField()
BitFieldValue< bool, unsigned __int32 > bPreventUseAtTameLimit()
float & UpgradeCraftingResourceLinearIncreaseMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseFPVItemMeshTextureMaskMaterialIndex()
void RecalcSpoilingTime(long double TimeSeconds, float SpoilPercent, UPrimalInventoryComponent *forComp, float SpoilingTimeMultiplier)
BitFieldValue< bool, unsigned __int32 > bPreventDragOntoOtherItemIfSameCustomData()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintSlottedNotifications()
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorTakeOwnerRotation()
void AddToInventory(UPrimalInventoryComponent *toInventory, bool bEquipItem, bool AddToSlotItems, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bIgnoreAbsoluteMaxInventory)
FName & FPVHandsMeshTextureMaskParamNameField()
float & SinglePlayerCraftingSpeedMultiplierField()
float & RepairResourceRequirementMultiplierField()
TArray< int > & PlayerMeshTextureMaskMaterialAdditionalIndexesField()
float & EggMaxTemperatureField()
BitFieldValue< bool, unsigned __int32 > bUseBPCustomInventoryWidgetText()
FString & OverrideUseStringField()
int GetAttachedComponentsNum()
TArray< unsigned short > & CraftingResourceRequirementsField()
TSubclassOf< UPrimalItem > & EngramRequirementItemClassOverrideField()
TArray< FString > & DefaultFolderPathsField()
float & WeaponFrequencyField()
BitFieldValue< bool, unsigned __int32 > bIsCustomRecipe()
float & MinimumUseIntervalField()
FieldArray< char, 6 > EggColorSetIndicesField()
TWeakObjectPtr< UPrimalInventoryComponent > & OwnerInventoryField()
float GetItemWeight(bool bJustOneQuantity, bool bForceNotBlueprintWeight)
FString * GetMiscInfoString(FString *result)
int & CraftingMinLevelRequirementField()
static UPrimalItem * CreateItemFromNetInfo(FItemNetInfo *newItemInfo)
TArray< FName > & OverrideItemAttachmentSocketsToField()
void InitStatGroupValuesMap()
float & NewBaseRepairingXPField()
BitFieldValue< bool, unsigned __int32 > bIsCookingIngredient()
TArray< TSubclassOf< UPrimalItem > > & ResourceHarvestAlternateItemClassesField()
void UnequipWeapon(bool bDelayedUnequip)
BitFieldValue< bool, unsigned __int32 > bOnlyCanUseInWater()
BitFieldValue< bool, unsigned __int32 > bBPAllowRemoteRemoveFromInventory()
BitFieldValue< bool, unsigned __int32 > bCraftDontActuallyGiveItem()
void BPOverrideCraftingConsumption(int AmountToConsume)
void InitNewItem(float ItemQuality, UPrimalInventoryComponent *toInventory, float MaxItemDifficultyClamp)
FName & UseUnlocksEmoteNameField()
FString * BPAllowCrafting(FString *result, AShooterPlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bPreventSlottedWhenSwimming()
TArray< FItemStatGroupValue > & ItemStatGroupValuesField()
BitFieldValue< bool, unsigned __int32 > bEggIsTooHot()
BitFieldValue< bool, unsigned __int32 > bDeprecateItem()
float & CropMaxFruitWaterConsumptionRateField()
FString * GetItemName(FString *result, bool bIncludeQuantity, bool bShortName, AShooterPlayerController *ForPC)
FString * GetItemSubtypeString(FString *result)
int & NoLevelEngramSortingPriorityField()
float BPGetTurretAmmoRange()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventUseOntoItem()
TArray< FDinoAncestorsEntry > & EggDinoAncestorsField()
void ConsumeCraftingRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent, UPrimalInventoryComponent *additionalInventoryComp)
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
bool CanFullyCraft(AShooterPlayerController *ByPC, bool bOverrideEngramRequirement)
BitFieldValue< bool, unsigned __int32 > bInitializedRecipeStats()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemDescription()
float & MaxBlueprntCraftsPercentageField()
TArray< FName > & EggAlertDinosAggroTagsField()
BitFieldValue< bool, unsigned __int32 > bAllowUseInInventory()
float & BlueprintTimeToCraftField()
bool CanCraftInInventory(UPrimalInventoryComponent *invComp)
UMaterialInterface * GetHUDIconMaterial()
int GetExplicitEntryIndexType()
int GetItemColorID(int theRegion)
BitFieldValue< bool, unsigned __int32 > bAllowInventoryItem()
TArray< TSubclassOf< UPrimalItem > > & SupportDragOntoItemClassesField()
BitFieldValue< bool, unsigned __int32 > bIncludeBaseItemIcon()
float & MaxUpgradeLevelRandomizationPowerField()
BitFieldValue< bool, unsigned __int32 > bUseBPAllowAddToInventory()
TSubclassOf< UDamageType > * GetWeaponTemplateHarvestDamageType(TSubclassOf< UDamageType > *result)
int & CurrentUpgradeLevelField()
void ClientUpdatedWeaponClipAmmo()
TArray< FItemAttachmentInfo > * ItemAttachmentInfosField()
BitFieldValue< bool, unsigned __int32 > bUseScaleStatEffectivenessByDurability()
float GetRemainingCooldownTime()
UTexture2D * BPGetItemIcon(AShooterPlayerController *ForPC)
float & CraftingSkillField()
static FLinearColor * StaticGetColorForItemColorID(FLinearColor *result, int ID)
BitFieldValue< bool, unsigned __int32 > bHideFromRemoteInventoryDisplay()
void AddToSlot(int theSlotIndex, bool bForce)
void ServerRemoveItemSkinOnly()
bool CanUseWithItemSource(UPrimalItem *DestinationItem)
BitFieldValue< bool, unsigned __int32 > bResourcePreventGivingFromDemolition()
float GetWeaponTemplateMeleeDamageAmount()
BitFieldValue< bool, unsigned __int32 > bIsBaseItemForIcon()
void ApplyColorsFromStructure(APrimalStructure *theStructure)
void BPGetItemID(int *ItemID1, int *ItemID2)
FVector & SpawnOnWaterEncroachmentBoxExtentField()
BitFieldValue< bool, unsigned __int32 > bForceDediAttachments()
float & ResourceRarityField()
BitFieldValue< bool, unsigned __int32 > bPreventDinoAutoConsume()
void GetItemAttachmentInfos(AActor *OwnerActor)
int IncrementItemQuantity(int amount, bool bReplicateToClient, bool bDontUpdateWeight, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool bIsFromCraftingConsumption)
BitFieldValue< bool, unsigned __int32 > bUseBPDrawItemIcon()
BitFieldValue< bool, unsigned __int32 > bThrowOnHotKeyUse()
void BlueprintPostEquipped(bool bIsFromSaveGame)
float & EggMinTemperatureField()
void ServerRemoveItemSkin()
float & AlternateItemIconBelowDurabilityValueField()
BitFieldValue< bool, unsigned __int32 > bEquippedItem()
BitFieldValue< bool, unsigned __int32 > bAutoDecreaseDurabilityOverTime()
UTexture2D * FPVItemMeshTextureMaskField()
BitFieldValue< bool, unsigned __int32 > bAllowRemovalFromInventory()
FString & DurabilityStringShortField()
void UpdatedItemSkillStatMultipliers()
float & Ingredient_HealthIncreasePerQuantityField()
float & SpoilingTimeField()
FLinearColor * GetItemQualityColor(FLinearColor *result)
FString * GetItemStatName_Implementation(FString *result, EPrimalItemStat::Type itemStatType)
float & EggAlertDinosAggroAmountField()
BitFieldValue< bool, unsigned __int32 > bPreventUseByHumans()
bool BPMatchesItemID(int ItemID1, int ItemID2)
static UPrimalItem * AddNewItem(TSubclassOf< UPrimalItem > ItemArchetype, UPrimalInventoryComponent *GiveToInventory, bool bEquipItem, bool bDontStack, float ItemQuality, bool bForceNoBlueprint, int quantityOverride, bool bForceBlueprint, float MaxItemDifficultyClamp, bool CreateOnClient, TSubclassOf< UPrimalItem > ApplyItemSkin, bool bAbsoluteForceBlueprint)
int & LimitSkinApplicationsField()
int & MaxUpgradeLevelField()
float & ExtraEggLoseDurabilityPerSecondMultiplierField()
float & Ingredient_WaterIncreasePerQuantityField()
float & ItemIconScaleField()
void SetEngramBlueprint()
FItemStatInfo * GetItemStatInfo(FItemStatInfo *result, int idx)
void GetItemStatGroupValue(FName StatGroupName, int *StatVal, int *UpgradeVal)
TArray< unsigned __int64 > & SteamItemUserIDsField()
bool RemoveItemFromInventory(bool bForceRemoval, bool showHUDMessage)
void BPAddedAttachments()
BitFieldValue< bool, unsigned __int32 > bForceAllowGrinding()
BitFieldValue< bool, unsigned __int32 > bWeaponShouldAllowContinuousReload()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemIcon()
long double & LastItemAdditionTimeField()
FString & CraftItemButtonStringOverrideField()
bool IsOwnerInNoPainWater()
float & NewItemDurabilityOverrideField()
BitFieldValue< bool, unsigned __int32 > bAllowEquppingItem()
unsigned __int16 & CraftQueueField()
float & ShieldDamageToDurabilityRatioField()
bool BPCanUse(bool bIgnoreCooldown)
void BPNotifyDropped(APrimalCharacter *FromCharacter, bool bWasThrown)
bool BPPreventEquip(UPrimalInventoryComponent *toInventory)
BitFieldValue< bool, unsigned __int32 > bIsAboutToEquip()
UPrimalItem * MyItemSkinField()
float & AppliedArmorMovementPenalyField()
void BPUsedOntoItem(UPrimalItem *DestinationItem, int AdditionalData)
BitFieldValue< bool, unsigned __int32 > bCopyDurabilityIntoSpoiledItem()
BitFieldValue< bool, unsigned __int32 > bIgnoreDrawingItemButtonIcon()
bool CanStackWithItem(UPrimalItem *otherItem, int *QuantityOverride)
int & MaxBlueprintCraftsField()
int & LastValidItemVersionField()
USoundBase * OverrideCrouchingSound(USoundBase *InSound, bool bIsProne, int soundState)
float & MaxDurabiltiyOverrideField()
BitFieldValue< bool, unsigned __int32 > bCensoredItemSkin()
USoundBase * BPGetFuelAudioOverride(APrimalStructure *ForStructure)
BitFieldValue< bool, unsigned __int32 > bAllowDefaultCharacterAttachment()
BitFieldValue< bool, unsigned __int32 > bUseBPInitFromItemNetInfo()
void CraftBlueprint(bool bConsumeResources, AShooterPlayerController *ByPC, bool bOverrideEngramRequirement)
float HandleShieldDamageBlocking_Implementation(APrimalCharacter *ForShooterCharacter, float DamageIn, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bOnlyEquipWhenUnconscious()
long double & NextCraftCompletionTimeField()
bool GetItemCustomColor(int ColorRegion, FLinearColor *outColor)
long double & LastLocalUseTimeField()
TSubclassOf< UPrimalItem > & SpoilingItemField()
void BlueprintUnslotted()
BitFieldValue< bool, unsigned __int32 > bIsItemSkin()
BitFieldValue< bool, unsigned __int32 > bDestroyBrokenItem()
BitFieldValue< bool, unsigned __int32 > bCanBuildStructures()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowCrafting()
BitFieldValue< bool, unsigned __int32 > bAlwaysLearnedEngram()
long double & NextSpoilingTimeField()
float & CropGrowingWaterConsumptionRateField()
BitFieldValue< bool, unsigned __int32 > bEquipmentHatHideItemHeadHair()
float & EquippedReduceDurabilityPerIntervalField()
float BPGetItemWeight(float Weight)
UAnimMontage * PlayAnimationOnUseField()
BitFieldValue< bool, unsigned __int32 > SlotBarDrawArmorDamage()
BitFieldValue< bool, unsigned __int32 > bCanUseSwimming()
BitFieldValue< bool, unsigned __int32 > bForcePreventGrinding()
BitFieldValue< bool, unsigned __int32 > bPreventUseWhenSleeping()
BitFieldValue< bool, unsigned __int32 > bUseEquippedItemBlueprintTick()
float & ItemDurabilityField()
void AddItemDurability(float durabilityToAdd)
UPrimalInventoryComponent * GetInitializeItemOwnerInventory()
void BPPreInitializeItem(UWorld *OptionalInitWorld)
float & ExtraResourceQuantityToUpgradeField()
FLinearColor & DurabilityBarColorForegroundField()
FieldArray< __int16, 6 > PreSkinItemColorIDField()
void Crafted_Implementation(bool bWasCraftedFromEngram)
FName & DefaultWeaponMeshNameField()
BitFieldValue< bool, unsigned __int32 > bCanSlot()
UAnimSequence * OverrideDinoRiderAnimationField()
USoundBase * ExtraThrowItemSoundField()
BitFieldValue< bool, unsigned __int32 > bAppendPrimaryColorToName()
BitFieldValue< bool, unsigned __int32 > bBPAllowRemoteAddToInventory()
float & EggLoseDurabilityPerSecondField()
TSubclassOf< APrimalBuff > & BuffToGiveOwnerCharacterField()
FString * GetCraftingRequirementsString(FString *result, UPrimalInventoryComponent *compareInventoryComp)
TEnumAsByte< enum EPrimalConsumableType::Type > & MyConsumableTypeField()
float GetMiscInfoFontScale()
BitFieldValue< bool, unsigned __int32 > bForceDisplayInInventory()
void BPLocalUsed(AShooterPlayerController *ForPC)
FString * BPGetCustomInventoryWidgetText(FString *result)
FItemNetID & ItemIDField()
TArray< FColor > & CustomColorsField()
float & CraftingSkillQualityMultiplierMaxField()
void SetItemStatValues(int idx, int val)
FieldArray< __int16, 6 > ItemColorIDField()
BitFieldValue< bool, unsigned __int32 > bBPCanUse()
TSubclassOf< APrimalStructure > & StructureToBuildField()
void InitializeItem(bool bForceReinit, UWorld *OptionalInitWorld)
TArray< FItemStatInfo > & StatGroupModifierInfosField()
FItemNetInfo * GetItemNetInfo(FItemNetInfo *result, bool bIsForSendingToClient)
void UpdatedItemSkillStatMultipliers_Implementation()
void LocalUseItemOntoItem(AShooterPlayerController *ForPC, UPrimalItem *DestinationItem)
TArray< TSubclassOf< AShooterWeapon > > & AmmoSupportDragOntoWeaponItemWeaponTemplatesField()
static UClass * GetPrivateStaticClass()
int & CustomItemIDField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyDropped()
BitFieldValue< bool, unsigned __int32 > bUseItemDurability()
BitFieldValue< bool, unsigned __int32 > bUsesSlotAttachments()
float & IndirectTorpidityArmorRatingField()
int & WeaponTotalAmmoField()
BitFieldValue< bool, unsigned __int32 > bIsDroppedItem()
BitFieldValue< bool, unsigned __int32 > bPickupEggAlertsDinos()
BitFieldValue< bool, unsigned __int32 > bIsAboutToUnequip()
int GetCraftingResourceRequirement(int CraftingResourceIndex)
int & PlayerMeshTextureMaskMaterialIndexField()
UPrimalItem * FinishCraftingBlueprint()
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRiding()
BitFieldValue< bool, unsigned __int32 > bDidEquipModifyStatusValueRates()
FString & ItemRatingStringField()
long double & LastEquippedReduceDurabilityTimeField()
FString & AbstractItemCraftingDescriptionField()
int & NewCraftingGiveItemCountField()
BitFieldValue< bool, unsigned __int32 > bIsDinoAutoHealingItem()
TMap< FName, FStatValPair, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, FStatValPair, 0 > > & ItemStatGroupValuesMapField()
float & BaseItemWeightField()
TArray< TSubclassOf< APrimalBuff > > & FeatClassesField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDurabilityRequirementOnlyDrinkable()
BitFieldValue< bool, unsigned __int32 > bDeprecateBlueprint()
BitFieldValue< bool, unsigned __int32 > bNameForceNoStatQualityRank()
BitFieldValue< bool, unsigned __int32 > bAutoTameSpawnedActor()
TSubclassOf< UPrimalItem > & SendToClientClassOverrideField()
void SetCustomItemData(FCustomItemData *InData)
void BlueprintOwnerPosssessed(AController *PossessedByController)
float & Ingredient_WeightIncreasePerQuantityField()
void BlueprintSlotted(int Slot)
long double & LastUseTimeField()
BitFieldValue< bool, unsigned __int32 > bBPGetItemWeight()
FString & CustomItemDescriptionField()
TArray< TSubclassOf< UPrimalInventoryComponent > > & CraftingRequiresInventoryComponentField()
float & MinBlueprintCraftsPercentageField()
float & ResourceRequirementRatingIncreasePercentageField()
BitFieldValue< bool, unsigned __int32 > bSkinOverrideItemAttachmentsFrom()
BitFieldValue< bool, unsigned __int32 > bDidAttachments()
float & DurabilityIncreaseMultiplierField()
bool AllowUseInInventory(bool bIsRemoteInventory, AShooterPlayerController *ByPC, bool DontCheckActor)
float & RecipeCraftingSkillScaleField()
long double & CreationTimeField()
FName & UseParticleEffectSocketNameField()
UTexture2D * ItemIconField()
TArray< FDinoAncestorsEntry > & EggDinoAncestorsMaleField()
TArray< TSubclassOf< APrimalStructure > > & StructuresToBuildField()
BitFieldValue< bool, unsigned __int32 > bOverrideRepairingRequirements()
float GetEggHatchTimeRemaining(UWorld *theWorld)
float BPGetItemStatModifier(int idx, int ItemStatValue)
TSubclassOf< APrimalDinoCharacter > & EggDinoClassToSpawnField()
int & DefaultInventoryQuantityOverrideField()
bool BPAllowRemoteRemoveFromInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
float & Ingredient_FoodIncreasePerQuantityField()
float & GlobalTameAffinityMultiplierField()
TArray< FItemAttachmentInfo > & ItemSkinAddItemAttachmentsField()
float & SlottedDecreaseDurabilitySpeedField()
UStaticMesh * DroppedMeshOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsBlueprint()
TWeakObjectPtr< AShooterWeapon > & AssociatedWeaponField()
BitFieldValue< bool, unsigned __int32 > bForceAllowDragUsing()
FString & CrafterCharacterNameField()
void SkinEquippedBlueprintTick(UPrimalItem *OwnerItem, float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bUseTieredCraftingResourceSubstitution()
BitFieldValue< bool, unsigned __int32 > bPreventUploadingWeaponClipAmmo()
BitFieldValue< bool, unsigned __int32 > bOverrideExactClassCraftingRequirement()
BitFieldValue< bool, unsigned __int32 > bBlueprintCraftingRequiresEngram()
FRotator & BlockingShieldFPVRotationField()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
float GetTimeForFullRepair()
USoundCue * UseItemSoundField()
void BP_OnFinishItemRepair()
float & MaxBlueprintCraftsAddRandomizerPowerByRatingField()
FVector & NetDroppedMeshOverrideScale3DField()
UTexture2D * PlayerMeshTextureMaskField()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintEquippedNotifications()
long double & ClusterSpoilingTimeUTCField()
TArray< TSubclassOf< UPrimalEngramEntry > > & QualityIndexedEquippingRequiresSkillField()
long double & EquippedAtTimeField()
float GetUseItemAddCharacterStatusValue(EPrimalCharacterStatusValue::Type valueType)
int BPGetItemStatRandomValue(float QualityLevel, int idx)
float & PreviewCameraDefaultZoomMultiplierField()
TArray< TSubclassOf< AShooterWeapon > > & SkinWeaponTemplatesField()
void SetQuantity(int NewQuantity, bool ShowHUDNotification)
BitFieldValue< bool, unsigned __int32 > bIsEngram()
BitFieldValue< bool, unsigned __int32 > bEggIsTooCold()
FString * GetItemStatName(FString *result, EPrimalItemStat::Type itemStatType)
BitFieldValue< bool, unsigned __int32 > bForceUseMaxBlueprintCrafts()
TSubclassOf< UPrimalItem > & OverrideCooldownTimeItemClassField()
FLinearColor * GetColorForItemColorID(FLinearColor *result, int SetNum, int ID)
float & UseMinDurabilityRequirementField()
FVector & PreviewCameraPivotOffsetField()
bool IsOwnerInDrinkableWater()
UMaterialInterface * ItemIconMaterialParentField()
void PickupAlertDinos(AActor *groundItem)
FString * GetCraftRepairInvReqString(FString *result)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString * GetItemTypeString(FString *result)
float & EggTamedIneffectivenessModifierField()
int & LastCalculatedTotalAmmoInvUpdatedFrameField()
char & ItemVersionField()
BitFieldValue< bool, unsigned __int32 > bUseDefaultStatGroupModifiers()
USoundBase * RemovedFromOtherItemSoundField()
TSubclassOf< UPrimalItem > & ItemSkinTemplateField()
TArray< TSubclassOf< UPrimalItem > > & CraftingAdditionalItemsToGiveField()
FString * GetPrimaryColorName(FString *result)
void RefreshAttachments(bool bRefreshDefaultAttachments)
BitFieldValue< bool, unsigned __int32 > bGiveItemWhenUsedCopyItemStats()
FString * GetItemStatsString(FString *result)
float & TimeForFullRepairField()
BitFieldValue< bool, unsigned __int32 > bPreventArmorDurabiltyConsumption()
bool MeetUpgradingRequirements(UPrimalInventoryComponent *compareInventoryComp)
UTexture2D * PlayerMeshNoItemDefaultTextureMaskField()
FString & ItemTypeCategoryStringField()
float & NumBlueprintCraftsMultiplierField()
BitFieldValue< bool, unsigned __int32 > bDroppedItemAllowDinoPickup()
FLinearColor & DurabilityBarColorBackgroundField()
USoundBase * UseItemOnItemSoundField()
TSubclassOf< UPrimalItem > & GiveItemWhenUsedField()
float & StatUpgradeScaleMultiplierField()
BitFieldValue< bool, unsigned __int32 > bHideFromInventoryDisplay()
void RemoveClipAmmo(bool bDontUpdateItem)
bool TestMeetsCraftingRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent, UPrimalInventoryComponent *additionalInvComp)
BitFieldValue< bool, unsigned __int32 > bUseOnItemWeaponRemoveClipAmmo()
void SetAttachedMeshesMaterialScalarParamValue(FName ParamName, float Value)
BitFieldValue< bool, unsigned __int32 > bItemSkinReceiveOwnerEquippedBlueprintEvents()
bool ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool __formal)
void RemoveCustomItemData(FName CustomDataName)
float & BlueprintWeightField()
BitFieldValue< bool, unsigned __int32 > bCraftedGivesPlayerProfileExtraItem()
float & CraftingSkillQualityMultiplierMinField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemNetInfo()
BitFieldValue< bool, unsigned __int32 > bUseItemColors()
BitFieldValue< bool, unsigned __int32 > bShowItemRatingAsPercent()
FString * GetEntryDescription(FString *result)
float & MinItemDurabilityField()
float GetRepairingPercent()
void NotifyEditText(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bCraftedRequestCustomItemDescription()
float & MinBlueprintTimeToCraftField()
TSubclassOf< UDamageType > * GetWeaponTemplateMeleeDamageType(TSubclassOf< UDamageType > *result)
float & UseItemSlotTimeRemainingField()
int & BlueprintCraftsRemainingField()
bool AllowRemoteAddToInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
FName & ItemSlotTypeNameField()
BitFieldValue< bool, unsigned __int32 > bSlottedDecreaseDurability()
BitFieldValue< bool, unsigned __int32 > bApplyMeshTextureMaskOnHair()
FString * GetRepairingRequirementsString(FString *result, UPrimalInventoryComponent *compareInventoryComp, bool bUseBaseRequeriments, float OverrideRepairPercent, UPrimalInventoryComponent *additionalInventoryComp)
BitFieldValue< bool, unsigned __int32 > bEquipmentForceHairHiding()
BitFieldValue< bool, unsigned __int32 > bIsDescriptionOnlyItem()
void BPSetWeaponClipAmmo(int NewClipAmmo)
USoundBase * UsedOnOtherItemSoundField()
BitFieldValue< bool, unsigned __int32 > bSkinRequiresItemUnequipped()
void InitFromNetInfo(FItemNetInfo *theInfo)
TArray< TSubclassOf< AActor > > & OnlyUsableOnSpecificClassesField()
bool MeetBlueprintCraftingRequirements(UPrimalInventoryComponent *compareInventoryComp, int CraftAmountOverride, AShooterPlayerController *ForPlayer, bool bIsForCraftQueueAddition, bool bTestFullQueue)
UMaterialInterface * DroppedMeshMaterialOverrideField()
FString & DurabilityStringField()
void ServerRemoveWeaponAccessoryOnly()
BitFieldValue< bool, unsigned __int32 > bPickupEggForceAggro()
float GetCraftingPercent()
BitFieldValue< bool, unsigned __int32 > bItemIconDrawItemQualityOverlayOnTop()
bool BPPreventWeaponEquip()
TSubclassOf< UPrimalItem > & ItemCustomClassField()
BitFieldValue< bool, unsigned __int32 > bPreventUpload()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemName()
void InventoryRefreshCheckItem()
TArray< unsigned short > & ItemStatGroupUpgradesField()
TEnumAsByte< enum EPrimalEquipmentType::Type > & MyEquipmentTypeField()
UTexture2D * BrokenIconField()
BitFieldValue< bool, unsigned __int32 > bConsumeItemOnUse()
static UClass * StaticClass()
TArray< FItemAttachmentInfo > & DynamicItemAttachmentInfosField()
BitFieldValue< bool, unsigned __int32 > bValidCraftingResource()
USoundBase * UnEquipSoundField()
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowRemoteAddToInventory()
unsigned int & WeaponClipAmmoField()
float & MaxBlueprintCraftsRandomizationPowerField()
float & EggAlertDinosForcedAggroTimeField()
float & CropGrowingFertilizerConsumptionRateField()
void EquippedTick(float DeltaSeconds)
float GetDurabilityPercentage()
BitFieldValue< bool, unsigned __int32 > bHaltSpoilingTimeWhenSlotted()
BitFieldValue< bool, unsigned __int32 > bIsFoodRecipe()
FieldArray< char, 16 > EggNumberOfLevelUpPointsAppliedField()
FVector & DroppedMeshOverrideScale3DField()
bool & bHasAddedWeightToInventoryField()
float & EggDroppedInvalidTempLoseItemRatingSpeedField()
bool BPPreventUseOntoItem(UPrimalItem *DestinationItem)
FName & SaddleOverrideRiderSocketNameField()
TArray< float > & ResourceHarvestAlternateItemWeightsField()
float & FertilizerEffectivenessMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventCheatGive()
int GetExtraResourceCurrentQuantityToUpgrade()
void UpgradeItem(AShooterPlayerController *ByPC, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
void SlottedTick(float DeltaSeconds)
void StopCraftingRepairing(bool bCheckIfCraftingOrRepairing)
TSubclassOf< UPrimalEngramEntry > * GetEquippingRequiresSkill(TSubclassOf< UPrimalEngramEntry > *result)
BitFieldValue< bool, unsigned __int32 > bUseSkinnedBPCustomInventoryWidgetText()
BitFieldValue< bool, unsigned __int32 > bPreventEquipWhenDead()
float & CraftedSkillBonusField()
float & AddedInventoryWeightValueField()
int & MaxItemQuantityField()
float & SavedDurabilityField()
float & DroppedItemLifeSpanOverrideField()
bool BPAllowAttachment(int AttachmentIndex)
BitFieldValue< bool, unsigned __int32 > bClearSkinOnInventoryRemoval()
BitFieldValue< bool, unsigned __int32 > bHideCustomDescription()
BitFieldValue< bool, unsigned __int32 > bAllowRepair()
void RemoveAttachments(AActor *UseOtherActor, bool bRefreshDefaultAttachments)
bool BPAllowRemoteAddToInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
bool CanCraft(AShooterPlayerController *ByPC, bool bOverrideEngramRequirement)
float & BaseItemWeightMultiplierField()
FString * GetEntryString(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidForCrafting()
float & RandomChanceToBeBlueprintField()
BitFieldValue< bool, unsigned __int32 > bPreventNativeItemBroken()
bool BPIsValidForCrafting()
TSubclassOf< AActor > & UseSpawnActorClassField()
BitFieldValue< bool, unsigned __int32 > bUseBPCrafted()
float & UpgradeCraftingResourceExponentialIncreaseMultiplierField()
float GetTimeUntilUploadAllowed(UWorld *theWorld)
USoundBase * ItemBrokenSoundField()
bool AllowInventoryItem(UPrimalInventoryComponent *toInventory)
BitFieldValue< bool, unsigned __int32 > bBPCanCraft()
bool BPCanCraft(AShooterPlayerController *ByPC)
bool BPCanAddToInventory(UPrimalInventoryComponent *toInventory)
float & UseGiveDinoTameAffinityPercentField()
bool IsUsableConsumable()
BitFieldValue< bool, unsigned __int32 > bCopyCustomDescriptionIntoSpoiledItem()
bool BPSupportUseOntoItem(UPrimalItem *DestinationItem)
float & AddDinoTargetingRangeField()
TArray< TSubclassOf< UPrimalItem > > & ItemSkinUseOnItemClassesField()
BitFieldValue< bool, unsigned __int32 > bAllowOverrideItemAutoDecreaseDurability()
BitFieldValue< bool, unsigned __int32 > bUseEquippedItemNativeTick()
void Crafted(bool bWasCraftedFromEngram)
BitFieldValue< bool, unsigned __int32 > bPreventItemSkins()
BitFieldValue< bool, unsigned __int32 > bForceAllowRemovalWhenDead()
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorWhenRiding()
BitFieldValue< bool, unsigned __int32 > bForcePreventConsumableWhileHandcuffed()
BitFieldValue< bool, unsigned __int32 > bSkinOverrideItemAttachmentsTo()
FString * BPGetSkinnedCustomInventoryWidgetText(FString *result)
FVector & BlockingShieldFPVTranslationField()
void BPPostConstructAttachment(int AttachmentIndex, UActorComponent *AttachedComponent)
float HandleShieldDamageBlocking(APrimalCharacter *ForShooterCharacter, float DamageIn, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorRelativeLoc()
BitFieldValue< bool, unsigned __int32 > bUsingRequiresStandingOnSolidGround()
BitFieldValue< bool, unsigned __int32 > bBrokenPreventsSlotting()
BitFieldValue< bool, unsigned __int32 > bExemptFromMaxQuantityClamp()
BitFieldValue< bool, unsigned __int32 > bForceUseItemAddCharacterStatsOnDinos()
UTexture2D * AlternateItemIconBelowDurabilityField()
BitFieldValue< bool, unsigned __int32 > bSkinAddWeightToSkinnedItem()
void EquippedBlueprintTick(float DeltaSeconds)
float & PreviewCameraDistanceScaleFactorField()
int & CropMaxFruitsField()
BitFieldValue< bool, unsigned __int32 > bAllowRemoteUseInInventory()
long double & LastAutoDurabilityDecreaseTimeField()
int & ArkTributeVersionField()
void ServerUpdatedWeaponClipAmmo()
BitFieldValue< bool, unsigned __int32 > bSkinDisableWhenSubmerged()
float & CropNoFertilizerOrWaterCacheReductionRateField()
TSubclassOf< UPrimalItem > & ExtraResourceClassToUpgradeField()
TSubclassOf< UPrimalEngramEntry > & EquippingRequiresSkillField()
TSubclassOf< UPrimalItem > & BrokenGiveItemClassField()
bool CanRepairInInventory(UPrimalInventoryComponent *invComp)
BitFieldValue< bool, unsigned __int32 > bIgnoreMinimumUseIntervalForDinoAutoEatingFood()
BitFieldValue< bool, unsigned __int32 > bIncreaseCraftingRequirementsByQuality()
BitFieldValue< bool, unsigned __int32 > bAllowCustomColors()
USoundBase * ShieldHitSoundField()
bool UseItemOntoItem(UPrimalItem *DestinationItem, int AdditionalData)
TSubclassOf< UPrimalItem > & SupportDragOntoItemClassField()
float & MaxBlueprintCraftsRatingRangeField()
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
BitFieldValue< bool, unsigned __int32 > bForceAllowUse()
void BPInitFromItemNetInfo()
void SetItemStatInfo(int idx, FItemStatInfo *val)
FString * GetItemDescription(FString *result, bool bGetLongDescription, AShooterPlayerController *ForPC)
void TickCraftingItem(float DeltaTime, AShooterGameState *theGameState)
void Used(UPrimalItem *DestinationItem, int AdditionalData)
float & ItemRatingMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventConsumeItemOnDrag()
BitFieldValue< bool, unsigned __int32 > bCanUseAnyMovementMode()
BitFieldValue< bool, unsigned __int32 > bSupportDragOntoOtherItem()
int & MaxRandomUpgradeLevelsField()
float & DamageTorpidityArmorRatingField()
TArray< FSaddlePassengerSeatDefinition > & SaddlePassengerSeatsField()
TSubclassOf< UPrimalItem > * GetExtraResourceItemToUpgrade(TSubclassOf< UPrimalItem > *result)
BitFieldValue< bool, unsigned __int32 > bBPInventoryNotifyCraftingFinished()
int & BlueprintCraftsMaxRatingMinCraftsField()
BitFieldValue< bool, unsigned __int32 > bItemSkinReceiveOwnerEquippedBlueprintTick()
BitFieldValue< bool, unsigned __int32 > bDivideTimeToCraftByGlobalCropGrowthSpeed()
float GetTimeToCraftBlueprint()
BitFieldValue< bool, unsigned __int32 > bNewWeaponAutoFillClipAmmo()
UTexture2D * BlueprintBackgroundOverrideTextureField()
bool CanRepair(bool bIgnoreInventoryRequirement)
USoundBase * EquipSoundField()
bool HasCustomItemData(FName CustomDataName)
float & AutoDecreaseMinDurabilityField()
FVector & OriginalItemDropLocationField()
UActorComponent * GetComponentToAttach(int attachmentIndex, AActor *UseOtherActor)
BitFieldValue< bool, unsigned __int32 > bTekItem()
TArray< float > & ResourceHarvestAlternateItemQuantityMultipliersField()
bool CanUpgrade(AShooterPlayerController *ByPC, bool bIgnoreRequirements)
void RemoveFromSlot(bool bForce)
float & PreviewCameraMaxZoomMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForceDropDestruction()
BitFieldValue< bool, unsigned __int32 > bUseBPInitializeItem()
float & AbsoluteItemRatingQualityMultiplierField()
UActorComponent * GetAttachedComponent(int attachmentIndex, AActor *UseOtherActor)
BitFieldValue< bool, unsigned __int32 > bUseOnItemSetIndexAsDestinationItemCustomData()
bool AllowSlotting(UPrimalInventoryComponent *toInventory, bool bForce, int AtSpecificSlotIndex)
BitFieldValue< bool, unsigned __int32 > bHideMoreOptionsIfNonRemovable()
int & EggRandomMutationsFemaleField()
unsigned int & ExpirationTimeUTCField()
TArray< FCraftingResourceRequirement > & CustomResourceRequirementsField()
static FItemNetID BPMakeItemID(int TheItemID1, int TheItemID2)
int & CraftingConsumesDurabilityField()
float & AutoDecreaseDurabilityAmountPerIntervalField()
TArray< TSubclassOf< UPrimalItem > > & ItemSkinPreventOnItemClassesField()
TArray< FName > & OverrideItemAttachmentSocketsFromField()
void BPPostInitializeItem(UWorld *OptionalInitWorld)
TSubclassOf< UPrimalItem > & PreservingItemClassField()
FString & DescriptiveNameBaseField()
TWeakObjectPtr< AShooterCharacter > & LastOwnerPlayerField()
TSubclassOf< AActor > & CraftingActorToSpawnField()
TArray< FCraftingResourceRequirement > & OverrideRepairingRequirementsField()
float & EquipActivationRequiresTimeField()
bool CanUseWithItemDestination(UPrimalItem *SourceItem)
float & CraftingCooldownIntervalField()
char & ItemQualityIndexField()
float GetWeaponTemplateDurabilityToConsumePerMeleeHit()
float & AutoDurabilityDecreaseIntervalField()
float & GlobalQualityTierCraftingResourceQuantityMultiplierField()
TArray< FLinearColor > * GetItemDyeColors(TArray< FLinearColor > *result)
static void GenerateItemID(FItemNetID *TheItemID)
BitFieldValue< bool, unsigned __int32 > bUnappliedItemSkinIgnoreItemAttachments()
FName & FPVItemMeshTextureMaskParamNameField()
float & DinoAutoHealingThresholdPercentField()
long double & UploadEarliestValidTimeField()
int GetMaximumAdditionalCrafting(UPrimalInventoryComponent *forComp, AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bUseSpawnActor()
BitFieldValue< bool, unsigned __int32 > bAllowInvalidItemVersion()
float & PreservingItemSpoilingTimeMultiplierField()
bool IsCooldownReadyForUse()
float & ShieldBlockDamagePercentageField()
float & ClearColorDurabilityThresholdField()
bool AllowEquipItem(UPrimalInventoryComponent *toInventory)
BitFieldValue< bool, unsigned __int32 > bPreventUseByDinos()
float & EquippedReduceDurabilityIntervalField()
bool CanSpawnOverWater(AActor *ownerActor, FTransform *SpawnTransform)
float & ItemWeightMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments()
UPrimalItem * WeaponAmmoOverrideItemCDOField()
BitFieldValue< bool, unsigned __int32 > bSkinOverrideEquipRequiresExplicitOwnerTags()
float GetUseItemAddStatusValueSkillMultiplier(APrimalCharacter *ForChar, EPrimalCharacterStatusValue::Type ValueType)
BitFieldValue< bool, unsigned __int32 > bUsesCreationTime()
BitFieldValue< bool, unsigned __int32 > bPreventItemBlueprint()
BitFieldValue< bool, unsigned __int32 > bIsEgg()
float & UpgradeCraftingResourceBaseMultiplierField()
TSubclassOf< AShooterWeapon > & AmmoSupportDragOntoWeaponItemWeaponTemplateField()
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalIcon()
FString & ItemDescriptionNewField()
int GetItemStatValues(int idx)
FVector & UseSpawnActorLocOffsetField()
BitFieldValue< bool, unsigned __int32 > bSpawnActorOnWaterOnly()
void RepairItem(bool bIgnoreInventoryRequirement, float UseNextRepairPercentage, float RepairSpeedMultiplier)
float & EggMaximumDistanceFromOriginalDropToAlertDinosField()
FieldArray< float, 16 > EquippedCharacterStatusValueDecreaseMultipliersField()
BitFieldValue< bool, unsigned __int32 > bIsAbstractItem()
FString * GetItemStatGroupString(FString *result, FName statGroupName, bool bDisplayAsPercent, bool bDisplayAsAbsolutePercent, bool bDisplayAsMultiplicativePercent, bool bShortString)
BitFieldValue< bool, unsigned __int32 > bDontDescribeAsSkin()
BitFieldValue< bool, unsigned __int32 > bUseInWaterRestoreDurability()
float & NextRepairPercentageField()
FieldArray< char, 6 > bUseItemColorField()
FRotator & PreviewCameraRotationField()
float & MinDurabilityForCraftingResourceField()
FString & CrafterTribeNameField()
float & UseDecreaseDurabilityField()
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalItemName()
void BP_OnStartItemRepair()
float & DinoAutoHealingUseTimeIntervalField()
BitFieldValue< bool, unsigned __int32 > bPreventCraftingResourceAtFullDurability()
FName & PlayerMeshTextureMaskParamNameField()
float GetWeaponTemplateHarvestDamageMultiplier()
bool & bWaitingForTribeDataLoadField()
AShooterCharacter * FindCharacterForPlayer(UWorld *inWorld)
FPrimalPlayerDataStruct * MyDataField()
void SetCharacterExperiencePoints(float NewXP)
void BPApplyToPlayerCharacter(AShooterPlayerState *ForPlayerState, AShooterCharacter *NewPlayerCharacter)
void BPAppliedToPlayerState(AShooterPlayerState *ForPlayerState)
static void StaticRegisterNativesUPrimalPlayerData()
void InitForPlayer(AShooterPlayerState *aPlayerState, bool bDontSaveData)
void SavePlayerData(UWorld *ForWorld)
void ApplyToPlayerState(AShooterPlayerState *aPlayerState)
AShooterPlayerState * GetPlayerState(AShooterPlayerState *ignorePlayerState, bool bOnlyCheckExistingPlayers)
bool & bIsLocalPlayerField()
void OnTribeDataLoaded(FTribeData *LoadedTribeData)
void SetSubscribedApp(int AppID, AShooterPlayerController *ForPC)
TArray< UPrimalBuffPersistentData * > MyPersistentBuffDatasField()
void RefreshPersistentBuffs(AShooterCharacter *theChar)
bool MatchesPlayer(AShooterPlayerState *aPlayerState, bool bCheckForExistingPlayer)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void CreatedNewPlayerData(UWorld *ForWorld)
void SetTotalDiscoveryZonePoints(int newPoints)
float & LastXPWritePercentField()
void GiveInitialItems(int AppID, AShooterPlayerController *ForPC)
FString * LinkedPlayerIDString(FString *result)
void ApplyToPlayerCharacter(AShooterPlayerState *ForPlayerState, AShooterCharacter *NewPawn)
FString * GetUniqueIdString(FString *result)
void BPCreatedNewPlayerData(UWorld *ForWorld)
static UPrimalPlayerData * GetDataForID(unsigned __int64 PlayerDataID)
FSupplyCrateItemSet & ItemSetField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< FSupplyCrateItemSet > & ItemSetsField()
BitFieldValue< bool, unsigned __int32 > IgnoreDuringPlanarReflectionPass()
void DestroyRenderState_Concurrent()
BitFieldValue< bool, unsigned __int32 > bMultiBodyOverlap()
void DispatchOnInputTouchEnd(ETouchIndex::Type FingerIndex)
static float GetRBSync_StartDistance()
BitFieldValue< bool, unsigned __int32 > bExcludeFromLevelBounds()
BitFieldValue< bool, unsigned __int32 > DrawInGame_DEPRECATED()
BitFieldValue< bool, unsigned __int32 > bClimbable()
BitFieldValue< bool, unsigned __int32 > bIncludeBoundsRadiusInDrawDistances()
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnServer()
void SetCollisionObjectType(ECollisionChannel Channel)
FBodyInstance & BodyInstanceField()
BitFieldValue< bool, unsigned __int32 > bDisableAllRigidBody_DEPRECATED()
BitFieldValue< bool, unsigned __int32 > bRenderCustomDepth()
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState()
void SetAngularDamping(float InDamping)
void SetRenderCustomDepth(bool bValue)
bool ComponentOverlapComponentImpl(UPrimitiveComponent *PrimComp, FVector Pos, FQuat *Quat, FCollisionQueryParams *Params)
TArray< TWeakObjectPtr< AActor > > * GetMoveIgnoreActors()
void SetCenterOfMass(FVector CenterOfMassOffset, FName BoneName)
bool & bHasCachedStaticLightingField()
void AddImpulse(FVector Impulse, FName BoneName, bool bVelChange)
bool PrimitiveContainsPoint(FVector *Point)
BitFieldValue< bool, unsigned __int32 > bIsInForeground()
BitFieldValue< bool, unsigned __int32 > bTreatAsBackgroundForOcclusion()
ECollisionEnabled::Type GetCollisionEnabled()
TArray< TWeakObjectPtr< AActor > > & MoveIgnoreActorsField()
FieldArray< char, 2 > RBSyncModuloField()
void DestroyPhysicsState()
float & LDMaxDrawDistanceField()
FieldArray< char, 2 > RBSyncOffsetField()
unsigned int & ProxyMeshIDField()
float & LastCheckedAllCollideableDescendantsTimeField()
BitFieldValue< bool, unsigned __int32 > bSelectable()
void SetCullDistance(float NewCullDistance)
BitFieldValue< bool, unsigned __int32 > bAllowBasedCharacters()
BitFieldValue< bool, unsigned __int32 > bUseViewOwnerDepthPriorityGroup()
float GetDistanceToCollision(FVector *Point, FVector *ClosestPointOnCollision)
void DispatchOnReleased()
bool ShouldRenderSelected()
void GetWeldedBodies(TArray< FBodyInstance * > *OutWeldedBodies, TArray< FName > *OutLabels)
BitFieldValue< bool, unsigned __int32 > bHasPerInstanceHitProxies()
BitFieldValue< bool, unsigned __int32 > bNavigationRelevant()
TEnumAsByte< enum ESceneDepthPriorityGroup > & ViewOwnerDepthPriorityGroupField()
bool IsNavigationRelevant()
void SetCustomDepthStencilValue(int Value)
BitFieldValue< bool, unsigned __int32 > bTraceComplexOnMove()
void SetOwnerNoSee(bool bNewOwnerNoSee)
void SetEnableGravity(bool bGravityEnabled)
FRotator & InterpolatedRootRotationField()
float & InterpRootRotationSpeedField()
float & MinDrawDistanceField()
TEnumAsByte< enum EIndirectLightingCacheQuality > & IndirectLightingCacheQualityField()
bool IsReadyForFinishDestroy()
void SetAllPhysicsRotation(FRotator NewRot)
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing()
BitFieldValue< bool, unsigned __int32 > bReturnMaterialOnMove()
FComponentBeginOverlapSignature & OnComponentBeginOverlapField()
bool CanCharacterStepUp(APawn *Pawn)
FCollisionResponseContainer * GetCollisionResponseToChannels()
BitFieldValue< bool, unsigned __int32 > bUseAsOccluder()
bool HasValidSettingsForStaticLighting()
bool K2_LineTraceComponent(FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, FVector *HitLocation, FVector *HitNormal, FName *BoneName)
BitFieldValue< bool, unsigned __int32 > bCastVolumetricTranslucentShadow()
void ClearMoveIgnoreActors()
bool IsSimulatingPhysics(FName BoneName)
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialImpulse()
BitFieldValue< bool, unsigned __int32 > bMovableUseDynamicDrawDistance()
FComponentOnClickedSignature & OnClickedField()
void GetLightAndShadowMapMemoryUsage(int *NumInstances, float *BoundsSurfaceArea)
FVector * GetPhysicsLinearVelocityAtPoint(FVector *result, FVector Point, FName BoneName)
ECollisionResponse GetCollisionResponseToChannel(ECollisionChannel Channel)
void UpdatePhysicsVolume(bool bTriggerNotifiers)
BitFieldValue< bool, unsigned __int32 > bAffectDistanceFieldLighting()
void SetCastShadow(bool NewCastShadow)
bool IsAnyRigidBodyAwake()
float & InterpRootPhysThresholdField()
int & VisibilityIdField()
void IgnoreActorWhenMoving(AActor *Actor, bool bShouldIgnore)
float & MassiveLODSizeOnScreenField()
BitFieldValue< bool, unsigned __int32 > bAffectDynamicIndirectLighting()
BitFieldValue< bool, unsigned __int32 > bCachedAllCollideableDescendantsRelative()
float & OverrideStepHeightField()
BitFieldValue< bool, unsigned __int32 > bHasMotionBlurVelocityMeshes()
void SetAllPhysicsAngularVelocity(FVector *NewAngVel, bool bAddToCurrent)
FVector * GetPhysicsAngularVelocity(FVector *result, FName BoneName)
FComponentOnInputTouchBeginSignature & OnInputTouchBeginField()
BitFieldValue< bool, unsigned __int32 > bIsAbstractBasingComponent()
BitFieldValue< bool, unsigned __int32 > HiddenGame_DEPRECATED()
void AddForceAtLocation(FVector Force, FVector Location, FName BoneName, bool bAllowSubstepping)
bool & bHasActiveProxyMeshChildrenField()
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
FName * GetCollisionProfileName(FName *result)
char GetStaticDepthPriorityGroup()
int & InternalOctreeMaskField()
void SetCollisionEnabled(ECollisionEnabled::Type NewType)
bool RigidBodyIsAwake(FName BoneName)
TEnumAsByte< enum ESceneDepthPriorityGroup > & DepthPriorityGroupField()
void WeldTo(USceneComponent *InParent, FName InSocketName)
BitFieldValue< bool, unsigned __int32 > bCastStaticShadow()
FComponentEndOverlapSignature & OnComponentEndOverlapField()
BitFieldValue< bool, unsigned __int32 > bCastShadowAsTwoSided()
float & BoundsScaleField()
bool & bStaticLightingBuildEnqueuedField()
FBox * GetNavigationBounds(FBox *result)
void SetPhysicsLinearVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName)
void CreatePhysicsState()
FComponentOnReleasedSignature & OnReleasedField()
FWalkableSlopeOverride * GetWalkableSlopeOverride()
void SetDepthPriorityGroup(ESceneDepthPriorityGroup NewDepthPriorityGroup)
void SetLinearDamping(float InDamping)
void PutRigidBodyToSleep(FName BoneName)
FVector * GetCenterOfMass(FVector *result, FName BoneName)
void InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
unsigned int & GameThread_OverlapIncrementorField()
BitFieldValue< bool, unsigned __int32 > bUseInternalOctreeOnClient()
void DispatchOnInputTouchBegin(ETouchIndex::Type FingerIndex)
FComponentBeginTouchOverSignature & OnInputTouchEnterField()
BitFieldValue< bool, unsigned __int32 > bCastDynamicShadow()
BitFieldValue< bool, unsigned __int32 > bRenderInMainPass()
void UpdatePhysicsToRBChannels()
bool CanBeBaseForCharacter(APawn *Pawn)
void AddTorque(FVector Torque, FName BoneName, bool bAllowSubstepping)
BitFieldValue< bool, unsigned __int32 > bUseInternalOctree()
FComponentOnInputTouchEndSignature & OnInputTouchEndField()
void AddRadialForce(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
bool LineTraceComponent(FHitResult *OutHit, FVector Start, FVector End, FCollisionQueryParams *Params)
FComponentEndTouchOverSignature & OnInputTouchLeaveField()
void SetAllPhysicsLinearVelocity(FVector NewVel, bool bAddToCurrent)
BitFieldValue< bool, unsigned __int32 > bCanEverAffectNavigation()
BitFieldValue< bool, unsigned __int32 > bForceOverlapEvents()
void WakeAllRigidBodies()
float & CachedMaxDrawDistanceField()
void SetSimulatePhysics(bool bSimulate)
BitFieldValue< bool, unsigned __int32 > bLightAttachmentsAsGroup()
long double & LastSubmitTimeField()
FComponentEndCursorOverSignature & OnEndCursorOverField()
void OnActorEnableCollisionChanged(bool bCheckRecreatePhysicsState)
bool MoveComponentImpl(FVector *Delta, FQuat *NewRotationQuat, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
static void StaticRegisterNativesUPrimitiveComponent()
BitFieldValue< bool, unsigned __int32 > bPreventDamage()
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnClient()
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee)
void GetOverlappingActors(TArray< AActor * > *OutOverlappingActors, UClass *ClassFilter)
void OnUpdateTransform(bool bSkipPhysicsMove)
long double & LastRenderTimeField()
float & LastPhysxSleepTimeField()
static void DispatchMouseOverEvents(UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
int & CustomDepthStencilValueField()
BitFieldValue< bool, unsigned __int32 > bRegisteredInternalOctree()
void SetCollisionResponseToAllChannels(ECollisionResponse NewResponse)
BitFieldValue< bool, unsigned __int32 > bNoEncroachCheck_DEPRECATED()
void SetPhysicsAngularVelocity(FVector NewAngVel, bool bAddToCurrent, FName BoneName)
bool HasValidPhysicsState()
BitFieldValue< bool, unsigned __int32 > bUseEditorCompositing()
void SendRenderTransform_Concurrent()
void PutAllRigidBodiesToSleep()
void SetCollisionProfileName(FName InCollisionProfileName)
float GetAngularDamping()
void SetInternalOctreeMask(int InOctreeMask, bool bReregisterWithTree)
void SetCanEverAffectNavigation(bool bRelevant)
void AddForce(FVector Force, FName BoneName, bool bAllowSubstepping)
long double & LastBasedPhysComponentOnTimeField()
void SendPhysicsTransform(bool bTeleport)
TEnumAsByte< enum ECanBeCharacterBase > & CanCharacterStepUpOnField()
FVector * GetPhysicsLinearVelocity(FVector *result, FName BoneName)
bool WeldToImplementation(USceneComponent *InParent, FName ParentSocketName, bool bWeldSimulatedChild)
BitFieldValue< bool, unsigned __int32 > bUseTimeSlicedRBSyncPhysx()
FBodyInstance * GetBodyInstance(FName BoneName, bool bGetWelded)
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment()
ECollisionChannel GetCollisionObjectType()
void OnAttachmentChanged()
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialForce()
void SetAbsoluteMaxDrawScale(bool bInValue)
BitFieldValue< bool, unsigned __int32 > bForceMipStreaming()
FVector * GetComponentVelocity(FVector *result)
FVector & InterpolatedRootLocationField()
bool AreSymmetricRotations(FQuat *A, FQuat *B, FVector *Scale3D)
bool NeedsLoadForServer()
void AddImpulseAtLocation(FVector Impulse, FVector Location, FName BoneName)
bool WasRecentlyVisible()
void DispatchBlockingHit(AActor *Owner, FHitResult *BlockingHit)
void PostDuplicate(bool bDuplicateForPIE)
BitFieldValue< bool, unsigned __int32 > bAllowCullDistanceVolume()
BitFieldValue< bool, unsigned __int32 > bForceExcludeFromGlobalDistanceField()
BitFieldValue< bool, unsigned __int32 > bCastHiddenShadow()
float CalculateMass(FName __formal)
void SetAllPhysicsPosition(FVector NewPos)
BitFieldValue< bool, unsigned __int32 > bOnlyOwnerSee()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool AreAllCollideableDescendantsRelative(bool bAllowCachedValue)
void OnComponentCollisionSettingsChanged()
BitFieldValue< bool, unsigned __int32 > bCastInsetShadow()
float & LpvBiasMultiplierField()
float & InterpRootLocationSpeedField()
bool & bIsProxyMeshParentField()
BitFieldValue< bool, unsigned __int32 > bCastFarShadow()
BitFieldValue< bool, unsigned __int32 > bForceDynamicPhysics()
void SetPhysMaterialOverride(UPhysicalMaterial *NewPhysMaterial)
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)
void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName)
BitFieldValue< bool, unsigned __int32 > bInterpolateRootPhys()
BitFieldValue< bool, unsigned __int32 > bGenerateOverlapEvents()
void InitSweepCollisionParams(FCollisionQueryParams *OutParams, FCollisionResponseParams *OutResponseParam)
static void DispatchTouchOverEvents(ETouchIndex::Type FingerIndex, UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
BitFieldValue< bool, unsigned __int32 > bUseAbsoluteMaxDrawDisatance()
bool NeedsLoadForClient()
void AddRadialImpulse(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
long double & LastRenderTimeIgnoreShadowField()
int & TranslucencySortPriorityField()
void GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)
BitFieldValue< bool, unsigned __int32 > bReceivesDecals()
unsigned int & GameThread_OverlapIndexMaskField()
BitFieldValue< bool, unsigned __int32 > bForcePreventBlockingProjectiles()
void SyncComponentToRBPhysics()
void SetTranslucentSortPriority(int NewTranslucentSortPriority)
FComponentBeginCursorOverSignature & OnBeginCursorOverField()
BitFieldValue< bool, unsigned __int32 > CastShadow()
BitFieldValue< bool, unsigned __int32 > bCheckAsyncSceneOnMove()
BitFieldValue< bool, unsigned __int32 > bOwnerNoSee()
void EnsurePhysicsStateCreated()
BitFieldValue< bool, unsigned __int32 > bPreventTimeSlicedRBSyncPhysx()
void SetCollisionResponseToChannel(ECollisionChannel Channel, ECollisionResponse NewResponse)
bool IsOverlappingActor(AActor *Other)
bool CanEditSimulatePhysics()
bool ShouldCreatePhysicsState()
void CreateRenderState_Concurrent()
bool ShouldComponentAddToScene()
BitFieldValue< bool, unsigned __int32 > bLightAsIfStatic()
bool IsIgnoringActorWhileMoving(AActor *ForActor)
void CopySingleValueFromScriptVM(void *Dest, const void *Src)
UProperty * NextRefField()
bool Identical(const void *A, const void *B, unsigned int PortFlags)
bool ExportText_Direct(FString *ValueStr, const void *Data, const void *Delta, UObject *Parent, int PortFlags, UObject *ExportRootScope)
FString * GetCPPMacroType(FString *result, FString *ExtendedTypeText)
bool Identical_InContainer(const void *A, const void *B, int ArrayIndex, unsigned int PortFlags)
FName & RepNotifyFuncField()
void Set(UObject *object, T value)
UProperty * PropertyLinkNextField()
UProperty * DestructorLinkNextField()
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
bool ShouldPort(unsigned int PortFlags)
bool ShouldDuplicateValue()
FName * GetID(FName *result)
unsigned __int64 & PropertyFlagsField()
void CopyCompleteValueFromScriptVM(void *Dest, const void *Src)
UProperty * PostConstructLinkNextField()
bool SameType(UProperty *Other)
FString * GetCPPType(FString *result, FString *ExtendedTypeText, unsigned int CPPExportFlags)
int & Offset_InternalField()
unsigned __int16 & RepIndexField()
void UpdatePhysicsVolume(bool bTriggerNotifiers)
bool IsDeferringMovementUpdates()
bool InternalSetWorldLocationAndRotation(FVector NewLocation, FQuat *RotationQuat, bool bNoPhysics)
void UpdateChildTransforms()
FVector * GetSocketLocation(FVector *result, FName SocketName)
BitFieldValue< bool, unsigned __int32 > bAbsoluteScale()
void GetParentComponents(TArray< USceneComponent * > *Parents)
BitFieldValue< bool, unsigned __int32 > bShouldUpdatePhysicsVolume()
void AddLocalOffset(FVector DeltaLocation, bool bSweep)
bool IsAttachedTo(USceneComponent *TestComp)
bool IsAnySimulatingPhysics()
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren)
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
void OnRep_Visibility(bool OldValue)
BitFieldValue< bool, unsigned __int32 > bAllowActorUpdateCallback()
unsigned __int64 GetAttachParent()
FVector & RelativeScale3DField()
FVector * GetComponentVelocity(FVector *result)
bool ShouldComponentAddToScene()
void SetHiddenInGame(bool NewHiddenGame, bool bPropagateToChildren)
void AddWorldOffset(FVector DeltaLocation, bool bSweep)
USceneComponent * NetOldAttachParentField()
void DetachFromParent(bool bMaintainWorldPosition)
void SetWorldLocationAndRotationNoPhysics(FVector *NewLocation, FRotator *NewRotation)
void SetWorldScale3D(FVector NewScale)
BitFieldValue< bool, unsigned __int32 > bRequiresCustomLocation()
FBoxSphereBounds * GetPlacementExtent(FBoxSphereBounds *result)
void StopSound(USoundBase *SoundToStop, float FadeOutTime)
BitFieldValue< bool, unsigned __int32 > bClientSyncAlwaysUpdatePhysicsCollision()
void ResetRelativeTransform()
void CalcBoundingCylinder(float *CylinderRadius, float *CylinderHalfHeight)
void SetWorldLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep)
void OnChildAttached(USceneComponent *ChildComponent)
FVector & ComponentVelocityField()
BitFieldValue< bool, unsigned __int32 > bWorldToComponentUpdated()
BitFieldValue< bool, unsigned __int32 > bHiddenInGame()
FVector * GetRightVector(FVector *result)
FRotator & RelativeRotationField()
FTransform & ComponentToWorldField()
void AddWorldTransform(FTransform *DeltaTransform, bool bSweep)
FTransform * GetSocketTransform(FTransform *result, FName SocketName, ERelativeTransformSpace TransformSpace)
FRotator * K2_GetComponentRotation(FRotator *result)
FTransform * CalcNewComponentToWorld(FTransform *result, FTransform *NewRelativeTransform, USceneComponent *Parent)
void ToggleVisibility(bool bPropagateToChildren)
FTransform * K2_GetComponentToWorld(FTransform *result)
void SetRelativeLocationAndRotation(FVector NewLocation, FQuat *NewRotation, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bUpdateChildOverlaps()
int GetNumChildrenComponents()
bool MoveComponentImpl(FVector *Delta, FQuat *NewRotation, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
void AttachTo(USceneComponent *Parent, FName InSocketName, EAttachLocation::Type AttachType, bool bWeldSimulatedBodies)
void GetSocketWorldLocationAndRotation(FName InSocketName, FVector *OutLocation, FRotator *OutRotation)
BitFieldValue< bool, unsigned __int32 > bUseAttachParentBound()
BitFieldValue< bool, unsigned __int32 > bAbsoluteTranslation_DEPRECATED()
TEnumAsByte< enum EComponentMobility::Type > & MobilityField()
void SetWorldRotation(FQuat *NewRotation, bool bSweep)
void SetWorldLocation(FVector NewLocation, bool bSweep)
USceneComponent * GetAttachmentRoot()
BitFieldValue< bool, unsigned __int32 > bAbsoluteRotation()
AActor * GetAttachmentRootActor()
void AppendDescendants(TArray< USceneComponent * > *Children)
FVector * GetUpVector(FVector *result)
void UpdateNavigationData()
FVector * GetMeshScaleMultiplier(FVector *result)
FRotator * GetSocketRotation(FRotator *result, FName SocketName)
FCollisionResponseContainer * GetCollisionResponseToChannels()
FQuat * GetSocketQuaternion(FQuat *result, FName SocketName)
TEnumAsByte< enum EDetailMode > & DetailModeField()
void SetRelativeScale3D(FVector NewScale3D)
void SetMobility(EComponentMobility::Type NewMobility)
void SetWorldTransform(FTransform *NewTransform, bool bSweep)
void SnapTo(USceneComponent *Parent, FName InSocketName)
void GetChildrenComponents(bool bIncludeAllDescendants, TArray< USceneComponent * > *Children)
void AddLocalTransform(FTransform *DeltaTransform, bool bSweep)
FName & NetOldAttachSocketNameField()
FTransform * GetRelativeTransform(FTransform *result)
void UpdateComponentToWorldWithParent(USceneComponent *Parent, bool bSkipPhysicsMove, FQuat *RelativeRotationQuat)
FVector & RelativeLocationField()
TArray< USceneComponent * > AttachChildrenField()
FVector * GetWorldLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bAbsoluteLocation()
void PostInterpChange(UProperty *PropertyThatChanged)
void SetRelativeTransform(FTransform *NewTransform, bool bSweep)
void GetSocketWorldLocationAndRotation(FName InSocketName, FVector *OutLocation, FQuat *OutRotation)
BitFieldValue< bool, unsigned __int32 > bAttachedSoundsForceHighPriority()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FName & AttachSocketNameField()
void AddWorldRotation(FRotator DeltaRotation, bool bSweep)
FVector * K2_GetComponentScale(FVector *result)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool & NetUpdateTransformField()
BitFieldValue< bool, unsigned __int32 > bBoundsChangeTriggersStreamingDataRebuild()
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale)
FBoxSphereBounds & BoundsField()
void AddLocalRotation(FRotator DeltaRotation, bool bSweep)
static void StaticRegisterNativesUSceneComponent()
USceneComponent * GetChildComponent(int ChildIndex)
FVector * GetForwardVector(FVector *result)
USceneComponent * AttachParentField()
void SetWorldLocationAndRotation(FVector NewLocation, FQuat *NewRotation, bool bSweep)
int & AttachmentChangedIncrementerField()
void UpdateComponentToWorld(bool bSkipPhysicsMove)
FVector * GetCustomLocation(FVector *result)
void K2_AttachTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
BitFieldValue< bool, unsigned __int32 > bVisible()
BitFieldValue< bool, unsigned __int32 > bDrawOnlyIfSelected()
UMaterialInterface * ShapeMaterialField()
FColor & ShapeColorField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bShouldCollideWhenPlacing()
bool ShouldCollideWhenPlacing()
void Broadcast(FString *MessageText)
void BanPlayer(FString PlayerSteamName)
void OpenMap(FString *MapName)
void MakeSpooky(FString *ItemsToGive, float SpawnDist, int NumberOfSkeletons)
void CollectNearbyTreasures()
void ClearAllClaimFlagData()
void ShowTutorial(int TutorialIndex, bool bForceDisplay)
void SetStepImpulsing(bool NewImpulsing)
void SetPlayerNotificationBan(FString AccountID, bool Banned)
void ForcePlayerToJoinTribe(__int64 PlayerID, FString TribeName)
void HiWarp(FString *ClassName, int Index)
void SPI(float X, float Y, float Z, float Yaw, float Pitch)
void ShowMessageOfTheDay()
void SetDebugMelee(bool Discrete, int DebugMelee)
void ReportLeastSpawnManagers()
AShooterPlayerController * MyPCField()
void GiveItemNum(int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void SetTimeOfDay(FString *timeString)
void SpawnShip(FString *blueprintPathShip, FString *blueprintPathHull, float spawnDist, bool bAddDecks, bool bAddSails, bool bAutoPilotShip)
void ServerChatToPlayer(FString *PlayerName, FString *MessageText)
void GMSummon(FString *ClassName, int Level)
void ForcePlayerToJoinTargetTribe(__int64 PlayerID)
void SetIgnoreWind(bool ShouldIgnore)
void DestroyTribeStructuresLessThan(int TribeTeamID, int Connections)
static void StaticRegisterNativesUShooterCheatManager()
void DestroyAllNonSaddlePlayerStructures()
void ServerChatTo(FString *SteamID, FString *MessageText)
void SetStatusValue(int StatusIndex, float StatusValue)
void PlayerCommand(FString *TheCommand)
void SpawnShipFast(FString *ShipName, float SpawnDist, bool bAddDecks, bool bAddSails, bool bAutoPilotShip)
void DestroyTribeId(int TribeTeamID)
void DestroyTribeIdDinos(unsigned __int64 TribeTeamID)
void RefreshTerrityoryUrls()
void KickPlayer(FString PlayerSteamName)
void SpawnPathFollowingShip(FString PathName)
void GridTravelToLocalPos(unsigned __int16 GridX, unsigned __int16 GridY, float ServerLocalPosX, float ServerLocalPosY, float ServerLocalPosZ)
void SetTargetPlayerColorVal(int ColorValIndex, float ColorVal)
void SharedLogSnapshotAndUpload()
void SetImprintQuality(float ImprintQuality)
void SetHomeServer(int PlayerID, unsigned int ServerID)
void SetGraphicsQuality(int val)
void SpawnWorldActor(FString *blueprintPath, float x, float y)
void EnableCheats(FString pass)
void GiveItem(FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void SetHeadHairstyle(int hairStyleIndex)
void GiveExpToPlayer(__int64 PlayerID, float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
void SetPlayerPos(float X, float Y, float Z)
bool SetCreativeModeOnPawn(AShooterCharacter *Pawn, bool bCreativeMode)
void SpawnActorTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset)
void SetPlayerNotifications(FString AccountID, FString Email, unsigned int EmailCategoryMask, FString Webhook, unsigned int WebhookCategoryMask)
bool & bIsRCONCheatManagerField()
void AddExperience(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
void SetFacialHairstyle(int hairStyleIndex)
void ForceTribes(FString *PlayerName1, FString *PlayerName2, FString *NewTribeName)
void DisallowPlayerToJoinNoCheck(FString *SteamId)
void ReportSpawnManagers()
void RenameTribe(FString *TribeName, FString *NewName)
void HideTutorial(int TutorialInde)
void CompleteQuest(int QuestID)
void SetMyTargetSleeping(bool bIsSleeping)
void ScriptCommand(FString *commandString)
void SpawnDino(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int DinoLevel)
void RenamePlayer(FString *PlayerName, FString *NewName)
void SSF(FString *ShipName)
void SetAdminFastClaiming(bool bEnable)
void TeleportPlayerNameToMe(FString *PlayerName)
void UnbanPlayer(FString PlayerSteamName)
void ForceTravelAbort(int nForceAbort)
void TP(FString LocationName)
void KillPlayer(__int64 PlayerID)
void DisableBeds(bool bDisableBedsOnServer)
void SpawnFleet(int SpawnCount)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void OnToggleInGameMenu()
void GiveTreasureMap(float Quality)
void GiveTreasureLoot(float TreasureQuality)
void TribeMessage(__int64 TribeTeamID, FString Message)
void GiveItemNumToPlayer(int playerID, int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void SetShowAllPlayers(bool bEnable)
void GiveCreativeModeToTarget()
void TeleportToActorLocation(FString *ActorName)
void GameCommand(FString *TheCommand)
void SharedLogReportLine()
void DestroyAllStructure()
void TeleportToTreasure()
void SetInterpolatedLocation(bool NewValue)
void RepopulateServerClaimFlagData()
void SDF(FName *DinoBlueprintPath, bool bIsTamed)
void SetHeadHairPercent(float thePercent)
void GCMP(__int64 PlayerID)
void SeamlessSocketTickInterval(float Sec)
void SetTargetDinoColor(int ColorRegion, int ColorID)
void GridTravelToGlobalPos(float ToGlobalPosX, float ToGlobalPosY, float ToGlobalPosZ)
void HibernationReport(FString *ClassName)
void SetFacialHairPercent(float thePercent)
void psc(FString *command)
void DestroyTribePlayers()
void SpawnShipFastEx(FString *ShipBPName, FString *HullBPName, bool bAddDecks, bool bAddSails)
void GetPlayerIDForSteamID(int SteamID)
void GiveItemToPlayer(int playerID, FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void SetMyTribeAllowRename(bool bAllow)
void TribeMessageNoNotification(__int64 TribeTeamID, FString Message)
void GFI(FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void TribeMOTD(__int64 TribeTeamID, FString Message)
void SetAimMagnetism(float NewMagnetism)
void SetGodMode(bool bEnable)
void ReloadAdminSteamIDs()
void TeleportToPlayer(__int64 PlayerID)
void PrintMessageOut(FString *Msg)
void AllowPlayerToJoinNoCheck(FString *SteamId)
void VisualizeClass(FString *ClassIn, int MaxTotal)
void SetCheatXP(bool bEnable)
void GenerateTribePNG(FString tribeID)
void DestroyTribeStructures()
void GiveCreativeModeToPlayer(__int64 PlayerID)
void DestroyTribeIdPlayers(__int64 TribeTeamID)
void SetGlobalPause(bool bIsPaused)
void DestroyActors(FString *ClassName)
void SpawnActor(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset)
void StressTestShip(int Ship, int X, int Y, float TimeToLive, float SpeedMultiplier)
void SpawnActorSpreadTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void ClearPlayerInventory(int playerID, bool bClearInventory, bool bClearSlotItems, bool bClearEquippedItems)
void ForceRenameMyTribe(FString newTribeName)
void TribeStructureAudit(__int64 TribeTeamID)
void SetBodyFat(float BodyFatPercent)
void OutGoingTransfersEnabled(bool bEnabled)
void GridUTCResetTimeOfDay()
void SpawnFleetEx(FString *ShipName, int SpawnCount, bool bAddDecks, bool bAddSails)
void RunMoveInChractersOutOfBounds()
void Summon(FString *ClassName)
void ServerChat(FString *MessageText)
AActor * DoSummon(FString *ClassName)
void StressTestTravelStartLoop(float IntervalSec)
void GetNumGlobalShipsForMyTribe()
void GetSteamIDForPlayerID(int PlayerID)
void GridTP(FString ServerGrid, float ServerLocalPosX, float ServerLocalPosY, float ServerLocalPosZ)
AShooterPlayerController * FindPlayerControllerFromPlayerID(__int64 PlayerID)
void SummonTamed(FString *ClassName)
void PrintActorLocation(FString *ActorName)
void DestroyTribeIdStructures(__int64 TribeTeamID)
void GetTribeIdPlayerList(int TribeID)
void SpawnActorSpread(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void SetBabyAge(float AgeValue)
void EnemyInVisible(bool Invisible)
void AddShipExperience(float HowMuch)
void SetMessageOfTheDay(FString *Message)
void UnlockEngram(FString *ItemClassName)
void TeleportPlayerIDToMe(__int64 PlayerID)
void GridTPManual(unsigned __int16 GridX, unsigned __int16 GridY, float ServerLocalPosX, float ServerLocalPosY, float ServerLocalPosZ)
void SharedLogCleanup(bool bForce)
float & NonAttackDataShieldDefenseBreakingPowerField()
TSubclassOf< APrimalBuff > * OverrideBuffToGiveVictimCharacter(TSubclassOf< APrimalBuff > *result, APrimalCharacter *Victim, float IncomingDamage, FDamageEvent *TheDamageEvent, AController *EventInstigator, AActor *DamageCauser)
TArray< TSubclassOf< UPrimalItem > > & OverrideDamageForResourceHarvestingItemsField()
float & MassScaleDamageImpulseExponentField()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustHarvestingDamage()
BitFieldValue< bool, unsigned __int32 > bIsMeleeDamage()
float & DamageTorpidityIncreaseMultiplierField()
BitFieldValue< bool, unsigned __int32 > bImpulseResetsDinoVelocity()
TArray< FOverrideDamageHarvestingEntry > & OverrideDamageHarvestEntriesField()
BitFieldValue< bool, unsigned __int32 > bHasRiderIgnoreDamage()
BitFieldValue< bool, unsigned __int32 > bForceGeneralArmorUsage()
BitFieldValue< bool, unsigned __int32 > bNoFriendlyDamage()
BitFieldValue< bool, unsigned __int32 > bAllowDamageCorpses()
float & PostShieldDefenseBrokenDamageScaleMaxField()
BitFieldValue< bool, unsigned __int32 > bDestroyOnKill()
BitFieldValue< bool, unsigned __int32 > bAllowShieldBlockAllPointDamage()
BitFieldValue< bool, unsigned __int32 > bPreventMomentumWhenFalling()
float & HitMarkerScaleMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventHitPawnEffectsFromLocalInstigator()
static void StaticRegisterNativesUShooterDamageType()
BitFieldValue< bool, unsigned __int32 > bOnlyGiveBuffToPlayerOrTamed()
BitFieldValue< bool, unsigned __int32 > bForceRespawnCooldown()
BitFieldValue< bool, unsigned __int32 > bDontDamageInstigatorIfPawn()
BitFieldValue< bool, unsigned __int32 > bOnlyApplyDamageTorpidityToPlayersAndTames()
TArray< TSubclassOf< AActor > > & DamageIgnoreActorClassesField()
BitFieldValue< bool, unsigned __int32 > bApplyMomentumToBigPawns()
BitFieldValue< bool, unsigned __int32 > bPreventDefaultTargetHurtEffect()
float & PostShieldDefenseBrokenDamageScaleMinField()
float & DamageInstigatorPercentageField()
BitFieldValue< bool, unsigned __int32 > bPreventDinoKillVictimItemCollection()
BitFieldValue< bool, unsigned __int32 > bForceAllowPvEDamage()
BitFieldValue< bool, unsigned __int32 > bIsInstantDamage()
BitFieldValue< bool, unsigned __int32 > bDontActuallyDealDamage()
float BPAdjustHarvestingDamage(AActor *Victim, float IncomingDamage, FDamageEvent *TheDamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bHarvestDamageWithNoResourceGrab()
float BPAdjustDamage(AActor *Victim, float IncomingDamage, FDamageEvent *TheDamageEvent, AController *EventInstigator, AActor *DamageCauser)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bRiderIgnoreDamage()
float & PostShieldDefenseBrokenAttackValueField()
BitFieldValue< bool, unsigned __int32 > bPreventMeleeHarvesting()
BitFieldValue< bool, unsigned __int32 > bIgnoreDinoFlyers()
BitFieldValue< bool, unsigned __int32 > bDamageImpulseOnlyForFriendlies()
BitFieldValue< bool, unsigned __int32 > bAutoDragDeadDino()
BitFieldValue< bool, unsigned __int32 > bDamageProjectiles()
BitFieldValue< bool, unsigned __int32 > bOnlyGiveBuffToDino()
BitFieldValue< bool, unsigned __int32 > bDinoDamageCauserAllowSameTeam()
TArray< TSubclassOf< AActor > > & DamageOnlyActorClassesField()
TSubclassOf< APrimalBuff > & BuffToGiveVictimCharacterField()
BitFieldValue< bool, unsigned __int32 > bIsTurretDamage()
float & MythicalCreatureDamageMultiplierField()
TSubclassOf< UDamageType > & InvalidHarvestOverrideDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bDisplayHitMarker()
TSubclassOf< APrimalBuff > & NonAttackDataBuffToGiveAgainstShieldField()
BitFieldValue< bool, unsigned __int32 > bOnlyGiveBuffToPlayer()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
TArray< TSubclassOf< UDamageType > > & OverrideDamageForResourceHarvestingDamageTypesField()
BitFieldValue< bool, unsigned __int32 > bPreventSameTeamSettingNextRepairTime()
BitFieldValue< bool, unsigned __int32 > bDamageImpulseOnly()
BitFieldValue< bool, unsigned __int32 > bDamageInstigator()
TArray< FDamagePrimalCharacterStatusValueModifier > & DamageCharacterStatusValueModifiersField()
TSubclassOf< APrimalBuff > & NonAttackDataBuffToGivePostShieldDefenseBrokenField()
float & UseSpecialDamageIntervalField()
BitFieldValue< bool, unsigned __int32 > bDinoOnDinoDamageCauserAllowSameTeam()
BitFieldValue< bool, unsigned __int32 > bForceAllowFriendlyFire()
bool PrimitiveContainsPoint(FVector *Point)
bool AreSymmetricRotations(FQuat *A, FQuat *B, FVector *Scale3D)
void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps)
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & SphereRadiusField()
void CalcBoundingCylinder(float *CylinderRadius, float *CylinderHalfHeight)
static void StaticRegisterNativesUSphereComponent()
int & SubDivisionStepSizeField()
unsigned __int32 & bForcedAllowInstancedVertexColorField()
float & StreamingDistanceMultiplierField()
int & LandscapeInfoMaskField()
unsigned __int32 & bUseSubDivisionsField()
int & OverriddenLightMapResField()
bool & bOverrideWireframeColorField()
unsigned __int32 & bRenderLandscapeInfoField()
unsigned __int32 & bIgnoreInstanceForTextureStreamingField()
UStaticMesh * StaticMeshField()
FColor & WireframeColorOverrideField()
unsigned __int32 & bOverrideLightMapResField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< FGuid > & IrrelevantLightsField()
unsigned __int32 & bAllowLODStreamingField()
FGuid & LightingGuidField()
unsigned __int32 & bRequiresRenderDataOnServerField()
int & LightMapCoordinateIndexField()
unsigned __int32 & bHighQualityDistanceFieldField()
unsigned __int32 & bForceForStructureDestroyedMeshField()
int & LightMapResolutionField()
unsigned int & HighResSourceMeshCRCField()
unsigned __int32 & bRequiresCPUAccessField()
unsigned __int32 & bUseMaximumStreamingTexelRatioField()
FString & HighResSourceMeshNameField()
float & LpvBiasMultiplierField()
unsigned __int32 & bForceAllowMeshStreamingField()
TArray< UMaterialInterface *, FDefaultAllocator > & MaterialsField()
unsigned __int32 & bStructureStaticMeshOverride_ScaleField()
unsigned __int32 & bUseDistanceFieldTextureField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
unsigned __int32 & bStructureStaticMeshOverride_LocationField()
FVector & StructureStaticMeshOverride_LocationField()
bool & bStreamInStateField()
long double & LastRenderTimeField()
FVector & StructureStaticMeshOverride_ScaleField()
unsigned __int32 & bHasNavigationDataField()
long double & LastStreamChangeCallField()
TEnumAsByte< enum EDistanceFieldTwoSidedOverride > & DistanceFieldTwoSidedOverrideField()
float & DistanceFieldRuntimeQualityField()
float & ClosestDistanceField()
bool & bStreamInRequestField()
unsigned __int32 & bReallyDoesWantLightMapUVsField()
unsigned __int32 & bOnlyLoadDistanceFieldsOnInteriorLightingMapsField()
int & CurrentStreamedInSizeField()
unsigned __int64 & RequestLoadField()
unsigned __int32 & IgnoreDistanceFieldChecksForUnderwaterPixelDetectionField()
unsigned int & StreamDistanceFrameField()
unsigned __int32 & bIgnoreTriReductionsField()
unsigned __int32 & OptOutFromDistanceFieldShadowsField()
float & StreamingDistanceMultiplierField()
unsigned __int32 & bForceUseDistanceFieldResolutionField()
FVector & StructureStaticMeshFlipped_LocationField()
unsigned __int32 & UseFullPrecisionUVs_DEPRECATEDField()
unsigned __int32 & bCastFarShadowField()
unsigned __int32 & bAllowDistanceFieldOnLowEndField()
int & ElementToIgnoreForTexFactorField()
bool & bBuiltSocketMapField()
unsigned __int32 & bAllowLODStreamingTransientField()
unsigned __int32 & bStripComplexCollisionForConsole_DEPRECATEDField()
UProperty * PropertyLinkField()
void TagSubobjects(EObjectFlags NewFlags)
bool IsChildOf(UStruct *SomeBase)
UProperty * RefLinkField()
void LinkChild(UProperty *Property)
int & PropertiesSizeField()
int & MinAlignmentField()
UProperty * PostConstructLinkField()
void StaticLink(bool bRelinkExistingProperties)
void RegisterDependencies()
const wchar_t * GetPrefixCPP()
void SetSuperStruct(UStruct *NewSuperStruct)
UProperty * DestructorLinkField()
TArray< unsigned char > & ScriptField()
TArray< UObject * > ScriptObjectReferencesField()
UStruct * SuperStructField()
UScriptStruct * StructField()
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
static UClass * StaticClass()
FTextureResource * CreateResource()
__int64 GetResourceSize(EResourceSizeMode type)
void GetMipData(int FirstMipToLoad, void **OutMipData)
static UClass * StaticClass()
static void OpenStorePageForDLC(FString DLCName)
static void AddToActorList(UWorld *ForWorld, int ActorListNum, AActor *ActorRef)
static FRotator * RLerp(FRotator *result, FRotator A, FRotator B, float Alpha, bool bShortestPath)
static FHitResult * MakeHitResult(FHitResult *result, FVector *Location, FVector *Normal, UPhysicalMaterial *PhysMat, AActor *HitActor, UPrimitiveComponent *HitComponent, FName HitBoneName, int HitItem, bool bBlockingHit)
static FName * GetHitBoneNameFromDamageEvent(FName *result, APrimalCharacter *Character, AController *HitInstigator, FDamageEvent *DamageEvent, bool bIsPointDamage, FHitResult *PointHitResult, FName MatchCollisionPresetName)
static bool BPFastTrace(UWorld *theWorld, FVector TraceEnd, FVector TraceStart, AActor *ActorToIgnore)
static int GetWeightedRandomIndexFromArray(TArray< float > pArray, float ForceRand)
static int IsChildOfClasses(TSubclassOf< UObject > childClass, TArray< TSubclassOf< UObject > > *ParentClassesArray)
static bool OverlappingActorsTrace(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, ECollisionChannel TraceChannel, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest)
static TArray< AActor * > * ServerOctreeOverlapActorsClassBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck)
static FString * FormatAsTime(FString *result, int InTime, bool UseLeadingZero, bool bForceLeadingZeroHour, bool bShowSeconds)
static bool VTraceAgainstActorExpensive(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToTraceAgainst, ECollisionChannel Channel, int CollisionGroups, float SphereRadius, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, bool bSort)
static TArray< AActor * > * ServerOctreeOverlapActorsClass(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck)
static FRotator * BPRTransformInverse(FRotator *result, FRotator *R, FRotator *RBasis)
static TArray< AActor * > * ServerOctreeOverlapActors(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, bool bForceActorLocationDistanceCheck)
static bool StaticCheckForCommand(FString CommandName)
static TArray< TWeakObjectPtr< APrimalDinoCharacter > > * RemoveInvalidObjectsInContainer(TArray< TWeakObjectPtr< APrimalDinoCharacter > > *result, TArray< TWeakObjectPtr< APrimalDinoCharacter > > fContainer)
static void MultiTraceProjectSphere(UObject *WorldContextObject, TArray< FHitResult > *OutResults, FVector *Origin, ECollisionChannel TraceChannel, int HorizResolution, int VertResolution, float StartDistance, float EndDistance, float NorthConeSubtractAngle, float SouthConeSubtractAngle, int PctChanceToTrace, int MaxTraceCount, bool bDrawDebugLines, float DebugDrawDuration)
static AActor * SpawnActorInWorld(UWorld *ForWorld, TSubclassOf< AActor > AnActorClass, FVector AtLocation, FRotator AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, AActor *OwnerActor, APawn *InstigatorPawn)
static FColor * GetTeamColor(FColor *result, const int TargetingTeam)
static void SetSessionPrefix(FString *InPrefix)
static void GetIslandCustomDatas(AActor *SomeIslandActor, int *IslandID, TArray< FString > *IslandCustomDatas1, TArray< FString > *IslandCustomDatas2)
static FString * GetClassPathName(FString *result, UObject *ForObject)
static bool OwnsDLC(FString DLCName)
static UClass * BPLoadClass(FString *PathName)
static int GetSecondsIntoDay()
static void SetLastMapPlayed(FString *NewLastMapPlayed)
static bool IsWorkshopIDSubscribed(FString *WorkshopID)
static bool GetGroundLocation(UWorld *forWorld, FVector *theGroundLoc, FVector *StartLoc, FVector *OffsetUp, FVector *OffsetDown)
static int BPGetWeightedRandomIndex(TArray< float > *pArray, float ForceRand)
static FString * GetClassString(FString *result, UClass *Class)
static bool OverlappingActors(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, int CollisionGroups, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest)
static TArray< AActor * > * ServerOctreeOverlapActorsBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, bool bForceActorLocationDistanceCheck)
static bool AreRotatorsNearlyEqual(FRotator *RotatorA, FRotator *RotatorB, float WithinError)
static FRotator * BPRotatorLerp(FRotator *result, FRotator *A, FRotator *B, const float *Alpha)
static float GetAngleBetweenVectors(FVector *VectorA, FVector *VectorB, FVector *AroundAxis)
static bool IsGamePadConnected()
static bool CalculateInterceptPosition(FVector *StartPosition, FVector *StartVelocity, float ProjectileVelocity, FVector *TargetPosition, FVector *TargetVelocity, FVector *InterceptPosition)
static FString * GetTotalCoversionIdAsString(FString *result)
static void SetBoolArrayElemFalse(TArray< bool > *TheArray, int TheIndex)
static bool VTraceIgnoreFoliage(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToIgnore, ECollisionChannel Channel, int CollisionGroups, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, AActor *OtherActorToIgnore, TArray< AActor * > *OtherActorsToIgnore, FQuat *Rot, AActor *AnotherActorToIgnore, bool bIgnoreFoliage)
static bool VTraceMulti(UWorld *theWorld, TArray< FHitResult > *OutHits, FVector *Start, FVector *End, AActor *InIgnoreActor, int CollisionGroups, float SphereRadius, FVector *BoxExtent, bool bReturnPhysMaterial, ECollisionChannel TraceChannel, bool bTraceComplex, FName TraceTag, bool bTraceChannelForceOverlap, bool bDoSort, AActor *AdditionalIgnoreActor, AActor *AnotherIgnoreActor, bool bJustDoSphereOverlapAtStartLoc, TArray< AActor * > *ExtraIgnoreActors)
static FVector * ClampLocation(FVector *result, FVector BaseLocation, FVector DesiredLocation, float MaxDiff, bool bTraceClampLocation, UWorld *TraceWorld, FVector *TraceFromLocation)
static float ClampRotAxis(float BaseAxis, float DesiredAxis, float MaxDiff)
static void SetLastHostedMapPlayed(FString *NewLastHostedMapPlayed)
static void SetBoolArrayElemTrue(TArray< bool > *TheArray, int TheIndex)
static bool GetOverlappedHarvestActors(UWorld *ForWorld, FVector *AtLoc, float AtRadius, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< FVector > *OutHarvestLocations, TArray< int > *OutHitBodyIndices)
static bool OwnsSteamAppID(int AppID)
static FRotator * BPRTransform(FRotator *result, FRotator *R, FRotator *RBasis)
static void CallGlobalLevelEvent(UWorld *forWorld, FName EventName)
static int GetWeightedRandomIndex(TArray< float > *pArray, float ForceRand)
static FVector * LeadTargetPosition(FVector *result, FVector *ProjLocation, float ProjSpeed, FVector *TargetLocation, FVector *TargetVelocity)
static bool FindWorldActors(UWorld *fWorld, TArray< AActor * > *fContainer, TSubclassOf< AActor > fType, FName fTag)
static void FinishSpawning(AActor *Actor)
static bool VTraceSingleBP(UWorld *theWorld, FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, int CollisionGroups, FName TraceTag, bool bTraceComplex, AActor *ActorToIgnore)
static FString * GetLastMapPlayed(FString *result)
static bool OwnsScorchedEarth()
static AActor * GetClosestActorArray(FVector ToPoint, TArray< AActor * > *ActorArray)
static UPhysicalMaterial * TracePhysMaterial(UWorld *theWorld, FVector StartPos, FVector EndPos, AActor *IgnoreActor)
static FVector2D * BPProjectWorldToScreenPosition(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC)
static FTransform * InverseTransform(FTransform *result, FTransform *TransformIn)
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
TArray< TAutoWeakObjectPtr< APlayerController > > & PlayerControllerListField()
APlayerController * GetFirstPlayerController()
AGameState * GameStateField()
AlignSpec(unsigned width, wchar_t fill, Alignment align=ALIGN_DEFAULT)
bool flag(unsigned) const
AlignTypeSpec(unsigned width, wchar_t fill)
BasicCStringRef< Char > sep
ArgJoin(It first, It last, const BasicCStringRef< Char > &sep)
bool flag(unsigned) const
WidthSpec(unsigned width, wchar_t fill)
static Arg make(const T &value)
Value Type[N > 0 ? N :+1]
static Value make(const T &value)
static const uint32_t POWERS_OF_10_32[]
static const char DIGITS[]
static const uint64_t POWERS_OF_10_64[]
NamedArg(BasicStringRef< Char > argname, const T &value)
BasicStringRef< Char > name
NamedArgWithType(BasicStringRef< Char > argname, const T &value)
static bool is_negative(T)
static bool is_negative(T value)
void(* FormatFunc)(void *formatter, const void *arg, void *format_str_ptr)
StringValue< wchar_t > wstring
StringValue< signed char > sstring
ULongLong ulong_long_value
long double long_double_value
StringValue< char > string
StringValue< unsigned char > ustring
async_msg(const async_msg &)=delete
log_clock::time_point time
async_msg & operator=(const async_msg &other)=delete
void fill_log_msg(log_msg &msg)
async_msg(const details::log_msg &m)
async_msg & operator=(async_msg &&other) SPDLOG_NOEXCEPT
async_msg(async_msg_type m_type)
async_msg(async_msg &&other) SPDLOG_NOEXCEPT
const std::string * logger_name
fmt::MemoryWriter formatted
log_clock::time_point time
log_msg(const log_msg &other)=delete
log_msg & operator=(log_msg &&other)=delete
log_msg(log_msg &&other)=delete
std::atomic< size_t > sequence_
int load(std::memory_order) const
null_atomic_int()=default
static filename_t calc_filename(const filename_t &filename)
static filename_t calc_filename(const filename_t &filename)